L L4D2node

ZombieManager::DebugSpawnAreas

0x00a604c0 · 342 bytes · __thiscall

_ZN13ZombieManager15DebugSpawnAreasEv

Decompiled

undefined (1 param)

/* ZombieManager::DebugSpawnAreas() */

void __thiscall ZombieManager::DebugSpawnAreas(ZombieManager *this)

{
  int *piVar1;
  int iVar2;
  
  if (((*(int *)(TheNavMesh + 0x528) == 0) && (*(int *)(nav_edit._28_4_ + 0x30) == 0)) &&
     (CollectSpawnAreas(this,0,9), 0 < *(int *)(this + 0x7c))) {
    iVar2 = 0;
    do {
      while( true ) {
        piVar1 = *(int **)(*(int *)(this + 0x70) + iVar2 * 4);
        if ((*(byte *)((int)piVar1 + 0x12d) & 0x10) != 0) break;
        iVar2 = iVar2 + 1;
        (**(code **)(*piVar1 + 0x54))(piVar1,0,0x80,0);
        (**(code **)(*piVar1 + 0x54))(piVar1,0,0xff,0,0x40,0x3c279bbb,0);
        if (*(int *)(this + 0x7c) <= iVar2) {
          return;
        }
      }
      iVar2 = iVar2 + 1;
      (**(code **)(*piVar1 + 0x54))(piVar1,0,0,0x80,0x40,0x3c279bbb,1);
      (**(code **)(*piVar1 + 0x54))(piVar1,0,0,0xff,0x40,0x3c279bbb,0);
    } while (iVar2 < *(int *)(this + 0x7c));
  }
  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)