L L4D2node

ZombieManager::SpawnSpecial

0x00a58f40 · 299 bytes · __thiscall

_ZN13ZombieManager12SpawnSpecialE15ZombieClassTypeRK6VectorRK6QAngle

Decompiled

undefined (4 params)

/* ZombieManager::SpawnSpecial(ZombieClassType, Vector const&, QAngle const&) */

CCSPlayer * __thiscall
ZombieManager::SpawnSpecial(ZombieManager *this,int param_2,Vector *param_3,QAngle *param_4)

{
  uint uVar1;
  undefined4 uVar2;
  CCSPlayer *this_00;
  
  uVar1 = param_2 - 1;
  if (uVar1 < 6) {
    this_00 = (CCSPlayer *)
              (**(code **)(SpawnSpecial(ZombieClassType,Vector_const&,QAngle_const&)::
                           specialCreateFuncs + uVar1 * 8))
                        (*(undefined4 *)
                          (SpawnSpecial(ZombieClassType,Vector_const&,QAngle_const&)::
                           specialCreateFuncs + uVar1 * 8 + 4));
    if (this_00 != (CCSPlayer *)0x0) {
      (**(code **)(*(int *)this_00 + 0x8cc))(this_00,3,8,0);
      CCSPlayer::State_Transition(this_00,0);
      CBaseEntity::SetAbsOrigin((CBaseEntity *)this_00,param_3);
      CBaseEntity::SetAbsAngles((CBaseEntity *)this_00,param_4);
      if (((byte)this_00[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this_00);
      }
      *(undefined4 *)(this + 0x27c) = *(undefined4 *)(this_00 + 0x2e0);
      *(undefined4 *)(this + 0x280) = *(undefined4 *)(this_00 + 0x2e4);
      uVar2 = *(undefined4 *)(this_00 + 0x2e8);
      this[0x288] = (ZombieManager)0x1;
      *(undefined4 *)(this + 0x284) = uVar2;
      DispatchSpawn((CBaseEntity *)this_00,true);
      this[0x288] = (ZombieManager)0x0;
      CL4DGameStats::Event_SpawnZombie((CL4DGameStats *)CL4D_GameStats,param_2,1);
      *(int *)(this + 0x4c) = *(int *)(this + 0x4c) + 1;
      *(int *)(this + 0x68) = *(int *)(this + 0x68) + 1;
      *(int *)(this + uVar1 * 4 + 0x50) = *(int *)(this + uVar1 * 4 + 0x50) + 1;
      return this_00;
    }
  }
  return (CCSPlayer *)0x0;
}

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)