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 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.