L L4D2node

ZombieManager::SpawnTank

0x00a5ad30 · 113 bytes · __thiscall

_ZN13ZombieManager9SpawnTankEPK13TerrorNavAreaRK6QAngleb

Decompiled

undefined (4 params)

/* ZombieManager::SpawnTank(TerrorNavArea const*, QAngle const&, bool) */

undefined4 __thiscall
ZombieManager::SpawnTank(ZombieManager *this,TerrorNavArea *param_1,QAngle *param_2,bool param_3)

{
  char cVar1;
  undefined4 uVar2;
  Vector local_28 [24];
  
  cVar1 = FindValidSpawnPosition(this,param_1,10,local_28,param_3);
  if (cVar1 != '\0') {
    uVar2 = SpawnTank(this,local_28,param_2);
    return uVar2;
  }
  Warning("Failed to find a tank spawn position in area %d\n",*(undefined4 *)(param_1 + 0x8c));
  return 0;
}

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)