L L4D2node

ZombieManager::ServerActivate

0x00a5c3b0 · 633 bytes · __thiscall

_ZN13ZombieManager14ServerActivateEv

Decompiled

undefined (1 param)

/* ZombieManager::ServerActivate() */

void __thiscall ZombieManager::ServerActivate(ZombieManager *this)

{
  undefined4 uVar1;
  int iVar2;
  ZombieManager *pZVar3;
  
  g_IsZombieSpawnMobRush = 0;
  this[0x288] = (ZombieManager)0x0;
  this[5] = (ZombieManager)0x0;
  this[4] = (ZombieManager)0x1;
  this[0x289] = (ZombieManager)0x0;
  if (*(float *)(this + 0x38) != -1.0) {
    (**(code **)(*(int *)(this + 0x30) + 4))(this + 0x30,this + 0x38);
    *(undefined4 *)(this + 0x38) = 0xbf800000;
  }
  this[0x28] = (ZombieManager)0x0;
  iVar2 = 0;
  *(undefined4 *)(this + 0x2c) = 0xffffffff;
  pZVar3 = this + 0x14c;
  do {
    while( true ) {
      *(undefined4 *)(this + iVar2 + 0x7c) = 0;
      if (*(float *)(this + (int)(pZVar3 + (8 - (int)this))) == -1.0) break;
      iVar2 = iVar2 + 0x14;
      (**(code **)(*(int *)pZVar3 + 4))(pZVar3,pZVar3 + 8);
      *(undefined4 *)(this + (int)(pZVar3 + (8 - (int)this))) = 0xbf800000;
      pZVar3 = pZVar3 + 0xc;
      if (iVar2 == 0xdc) goto LAB_00a5c473;
    }
    iVar2 = iVar2 + 0x14;
    pZVar3 = pZVar3 + 0xc;
  } while (iVar2 != 0xdc);
LAB_00a5c473:
  if (*(float *)(this + 0x20c) != -1.0) {
    (**(code **)(*(int *)(this + 0x204) + 4))(this + 0x204,this + 0x20c);
    *(undefined4 *)(this + 0x20c) = 0xbf800000;
  }
  *(undefined4 *)(this + 0x210) = 0;
  if (*(float *)(this + 0x200) != -1.0) {
    (**(code **)(*(int *)(this + 0x1f8) + 4))(this + 0x1f8,this + 0x200);
    *(undefined4 *)(this + 0x200) = 0xbf800000;
  }
  *(undefined4 *)(this + 0x1f0) = 0;
  *(undefined4 *)(this + 0x1dc) = 0;
  *(undefined4 *)(this + 0x234) = 0;
  if (*(float *)(this + 0x230) != -1.0) {
    (**(code **)(*(int *)(this + 0x228) + 4))(this + 0x228,this + 0x230);
    *(undefined4 *)(this + 0x230) = 0xbf800000;
  }
  *(undefined4 *)(this + 0x238) = 0;
  *(undefined4 *)(this + 0x278) = 0;
  CollateNavAreas(this);
  *(undefined4 *)(this + 0x28c) = 0;
  *(undefined4 *)(this + 8) = 0;
  if (*(float *)(this + 0x14) != -1.0) {
    (**(code **)(*(int *)(this + 0xc) + 4))(this + 0xc,this + 0x14);
    *(undefined4 *)(this + 0x14) = 0xbf800000;
  }
  uVar1 = vec3_origin;
  *(undefined4 *)(this + 0x6c) = 0xff;
  *(undefined4 *)(this + 0x4c) = 0;
  *(undefined4 *)(this + 0x218) = uVar1;
  uVar1 = DAT_01053d4c;
  *(undefined4 *)(this + 0x224) = 0x447a0000;
  *(undefined4 *)(this + 0x21c) = uVar1;
  *(undefined4 *)(this + 0x220) = DAT_01053d50;
  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.

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