L L4D2node

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 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)