L L4D2node

ZombieManager::SpawnMob

0x00a5a990 · 572 bytes · __thiscall

_ZN13ZombieManager8SpawnMobEi

Decompiled

undefined (2 params)

/* ZombieManager::SpawnMob(int) */

void __thiscall ZombieManager::SpawnMob(ZombieManager *this,int param_1)

{
  CDirector *pCVar1;
  int iVar2;
  longdouble lVar3;
  uint local_18;
  int local_14;
  undefined4 local_10;
  
  UTIL_LogPrintf("%3.2f: (MOB) SpawnMob requested of size %d.\n",(double)*(float *)(gpGlobals + 0xc)
                 ,param_1);
  pCVar1 = TheDirector;
  *(int *)(this + 0x210) = *(int *)(this + 0x210) + param_1;
  iVar2 = CDirector::GetMaxPendingMobCount(pCVar1);
  if (iVar2 < 1) {
    iVar2 = *(int *)(this + 0x210);
  }
  else {
    if (*(int *)(this + 0x210) < iVar2) {
      iVar2 = *(int *)(this + 0x210);
    }
    *(int *)(this + 0x210) = iVar2;
  }
  UTIL_LogPrintf("%3.2f: (MOB) SpawnMob pending count is now %d.\n",
                 (double)*(float *)(gpGlobals + 0xc),iVar2);
  if (*(int *)(ZombieMobMinNotifyCount._28_4_ + 0x30) <= *(int *)(this + 0x210)) {
    local_18 = local_18 & 0xffffff00;
    ForEachTerrorPlayer<MobAlert>((MobAlert *)&local_18);
  }
  iVar2 = CDirector::GetScriptValue(TheDirector,"PreferredMobDirection",-1);
  *(int *)(this + 0x214) = iVar2;
  if (iVar2 == 10) {
    CDirector::GetScriptValue
              ((MobSpawnMusic *)&local_18,TheDirector,"PreferredMobPosition",
               *(undefined4 *)(this + 0x218),*(undefined4 *)(this + 0x21c),
               *(undefined4 *)(this + 0x220));
    pCVar1 = TheDirector;
    *(uint *)(this + 0x218) = local_18;
    *(int *)(this + 0x21c) = local_14;
    *(undefined4 *)(this + 0x220) = local_10;
    lVar3 = (longdouble)
            CDirector::GetScriptValue(pCVar1,"PreferredMobPositionRange",*(float *)(this + 0x224));
    iVar2 = *(int *)(this + 0x214);
    *(float *)(this + 0x224) = (float)lVar3;
  }
  if (iVar2 == -1) {
    if ((**(int **)(TheDirector + 0x638) == 1) && ((*(int **)(TheDirector + 0x638))[1] != 0x11)) {
      *(undefined4 *)(this + 0x214) = 7;
      iVar2 = 7;
    }
    else {
      lVar3 = (longdouble)RandomFloat(0,0x42c80000);
      if ((float)lVar3 < *(float *)(ZombieSpawnMobsBehindChance._28_4_ + 0x2c)) {
        *(undefined4 *)(this + 0x214) = 1;
        iVar2 = 1;
      }
      else {
        *(undefined4 *)(this + 0x214) = 0;
        iVar2 = 0;
      }
    }
  }
  local_18 = *(uint *)(this + 0x210);
  *(undefined4 *)(this + 0x1f0) = 0;
  *(undefined4 *)(this + 0x1dc) = 0;
  local_14 = iVar2;
  ForEachTerrorPlayer<MobSpawnMusic>((MobSpawnMusic *)&local_18);
  CL4DGameStats::Event_MobSpawned((CL4DGameStats *)CL4D_GameStats);
  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)