L L4D2node

ZombieManager::SpawnSpecial

0x00a59080 · 90 bytes · __thiscall

_ZN13ZombieManager12SpawnSpecialE15ZombieClassTypePK13TerrorNavAreaRK6QAngle

Decompiled

undefined (4 params)

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

undefined4 __thiscall
ZombieManager::SpawnSpecial
          (ZombieManager *this,undefined4 param_2,TerrorNavArea *param_3,undefined4 param_4)

{
  char cVar1;
  undefined4 uVar2;
  Vector local_18 [12];
  
  cVar1 = FindValidSpawnPosition(this,param_3,10,local_18,false);
  uVar2 = 0;
  if (cVar1 != '\0') {
    uVar2 = SpawnSpecial(this,param_2,local_18,param_4);
  }
  return uVar2;
}

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)