L L4D2node

ZombieManager::SpawnTank

0x00a5abf0 · 306 bytes · __thiscall

_ZN13ZombieManager9SpawnTankERK6VectorRK6QAngle

Decompiled

undefined (3 params)

/* ZombieManager::SpawnTank(Vector const&, QAngle const&) */

Tank * __thiscall ZombieManager::SpawnTank(ZombieManager *this,Vector *param_1,QAngle *param_2)

{
  undefined4 uVar1;
  int iVar2;
  Tank *this_00;
  
  iVar2 = CDirector::GetTankLimit(TheDirector);
  if ((iVar2 < 0) || (*(int *)(TheDirector + 0x1c0) < iVar2)) {
    this_00 = NextBotCreatePlayerBot<Tank>("Tank");
    if (this_00 != (Tank *)0x0) {
      (**(code **)(*(int *)this_00 + 0x8cc))(this_00,3,8,1);
      CCSPlayer::State_Transition((CCSPlayer *)this_00,0);
      CBaseEntity::SetAbsOrigin((CBaseEntity *)this_00,param_1);
      CBaseEntity::SetAbsAngles((CBaseEntity *)this_00,param_2);
      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);
      uVar1 = *(undefined4 *)(this_00 + 0x2e8);
      this[0x288] = (ZombieManager)0x1;
      *(undefined4 *)(this + 0x284) = uVar1;
      (**(code **)(*(int *)this_00 + 100))(this_00);
      this[0x288] = (ZombieManager)0x0;
      CL4DGameStats::Event_SpawnZombie((CL4DGameStats *)CL4D_GameStats,8,1);
      *(undefined4 *)(TheDirector + 0x118) = 0;
      return this_00;
    }
  }
  return (Tank *)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)