L L4D2node

ZombieManager::GetPreferredMobPositionRange

0x00a59160 · 46 bytes · __thiscall

_ZNK13ZombieManager28GetPreferredMobPositionRangeEv

Decompiled

undefined (1 param)

/* ZombieManager::GetPreferredMobPositionRange() const */

void __thiscall ZombieManager::GetPreferredMobPositionRange(ZombieManager *this)

{
  CDirector::GetScriptValue(TheDirector,"PreferredMobPositionRange",*(float *)(this + 0x224));
  return;
}

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)