L L4D2node

ZombieManager::FindValidSpawnPosition

0x00a58cb0 · 211 bytes · __thiscall

_ZN13ZombieManager22FindValidSpawnPositionEPK13TerrorNavAreaiP6Vectorb

Decompiled

undefined (5 params)

/* ZombieManager::FindValidSpawnPosition(TerrorNavArea const*, int, Vector*, bool) */

undefined4 __thiscall
ZombieManager::FindValidSpawnPosition
          (ZombieManager *this,TerrorNavArea *param_1,int param_2,Vector *param_3,bool param_4)

{
  undefined4 uVar1;
  int iVar2;
  undefined4 local_34;
  undefined4 local_30;
  float local_2c;
  undefined4 local_28;
  undefined4 local_24;
  float local_20;
  
  iVar2 = 0;
  if (0 < param_2) {
    do {
      if ((iVar2 == 0) && (param_4)) {
        local_34 = *(undefined4 *)(param_1 + 0x2c);
        local_30 = *(undefined4 *)(param_1 + 0x30);
        local_2c = *(float *)(param_1 + 0x34) + 10.0;
      }
      else {
        TerrorNavArea::FindRandomSpot();
        local_34 = local_28;
        local_30 = local_24;
        local_2c = local_20;
      }
      uVar1 = EntityPlacementTest((CBaseEntity *)0x0,(Vector *)&local_34,param_3,false,0x202420b,
                                  (ITraceFilter *)0x0,0.03125);
      if ((char)uVar1 != '\0') {
        return uVar1;
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 != param_2);
  }
  return 0;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)