ZombieManager::SpawnWitchBride
0x00a58ec0 · 128 bytes · __thiscall
_ZN13ZombieManager15SpawnWitchBrideERK6VectorRK6QAngle
Decompiled
undefined (3 params)
/* ZombieManager::SpawnWitchBride(Vector const&, QAngle const&) */
CBaseEntity * __thiscall
ZombieManager::SpawnWitchBride(ZombieManager *this,Vector *param_1,QAngle *param_2)
{
int iVar1;
CBaseEntity *this_00;
CBaseEntity *pCVar2;
iVar1 = CDirector::GetWitchLimit(TheDirector);
pCVar2 = (CBaseEntity *)0x0;
if (iVar1 != 0) {
this_00 = (CBaseEntity *)CreateEntityByName("witch",-1,true);
if (this_00 != (CBaseEntity *)0x0) {
CBaseEntity::SetAbsOrigin(this_00,param_1);
CBaseEntity::SetAbsAngles(this_00,param_2);
*(uint *)(this_00 + 0x1c74) = *(uint *)(this_00 + 0x1c74) | 0x1000;
DispatchSpawn(this_00,true);
pCVar2 = this_00;
}
}
return pCVar2;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.