L L4D2node

Boomer::Spawn

0x00a64870 · 368 bytes · __thiscall

_ZN6Boomer5SpawnEv

Decompiled

undefined (1 param)

/* Boomer::Spawn() */

void __thiscall Boomer::Spawn(Boomer *this)

{
  CBaseEdict *this_00;
  int *piVar1;
  int iVar2;
  longdouble lVar3;
  
  g_ZombieClass = 2;
  piVar1 = (int *)(**(code **)(*(int *)this + 0x9b4))(this);
  (**(code **)(*piVar1 + 0x10c))(piVar1,2);
  iVar2 = RandomInt(1,100);
  if (((float)iVar2 < *(float *)(BoomerLeakerChance._28_4_ + 0x2c) ||
       (float)iVar2 == *(float *)(BoomerLeakerChance._28_4_ + 0x2c)) &&
     (*(int *)(this + 0x4018) != 1)) {
    if (this[0x6c] == (Boomer)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
      *(undefined4 *)(this + 0x4018) = 1;
    }
    else {
      this[0x70] = (Boomer)((byte)this[0x70] | 1);
      *(undefined4 *)(this + 0x4018) = 1;
    }
  }
  BossZombiePlayerBot::Spawn((BossZombiePlayerBot *)this);
  lVar3 = (longdouble)CountdownTimer::Now();
  if ((float)lVar3 + 0.1 != *(float *)(this + 0x432c)) {
    (**(code **)(*(int *)(this + 0x4324) + 4))(this + 0x4324,this + 0x432c);
    *(float *)(this + 0x432c) = (float)lVar3 + 0.1;
  }
  if (*(float *)(this + 0x4328) != 0.1) {
    (**(code **)(*(int *)(this + 0x4324) + 4))(this + 0x4324,this + 0x4328);
    *(undefined4 *)(this + 0x4328) = 0x3dcccccd;
  }
  lVar3 = (longdouble)RandomFloat(0x40000000,0x40400000);
  CTerrorPlayer::Vocalize((CTerrorPlayer *)this,"BoomerZombie.Groan",(float)lVar3,0.0);
  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)