L L4D2node

BossZombiePlayerBot::Spawn

0x00a79880 · 1146 bytes · __thiscall

_ZN19BossZombiePlayerBot5SpawnEv

Decompiled

undefined (1 param)

/* BossZombiePlayerBot::Spawn() */

void __thiscall BossZombiePlayerBot::Spawn(BossZombiePlayerBot *this)

{
  CBaseEdict *this_00;
  int *piVar1;
  int iVar2;
  
  (**(code **)(*engine + 0x15c))(engine,*(undefined4 *)(this + 0x30),"cl_autohelp",&DAT_00c09604);
  *(undefined4 *)(this + 0x425c) = 0;
  *(undefined4 *)(this + 0x4260) = 0;
  if (*(float *)(this + 0x426c) != -1.0) {
    (**(code **)(*(int *)(this + 0x4264) + 4))(this + 0x4264,this + 0x426c);
    *(undefined4 *)(this + 0x426c) = 0xbf800000;
  }
  if (*(float *)(this + 0x4278) != -1.0) {
    (**(code **)(*(int *)(this + 0x4270) + 4))(this + 0x4270,this + 0x4278);
    *(undefined4 *)(this + 0x4278) = 0xbf800000;
  }
  if (*(float *)(this + 0x4284) != -1.0) {
    (**(code **)(*(int *)(this + 0x427c) + 4))(this + 0x427c,this + 0x4284);
    *(undefined4 *)(this + 0x4284) = 0xbf800000;
  }
  if (*(float *)(this + 0x4290) != -1.0) {
    (**(code **)(*(int *)(this + 0x4288) + 4))(this + 0x4288,this + 0x4290);
    *(undefined4 *)(this + 0x4290) = 0xbf800000;
  }
  if (*(float *)(this + 0x429c) != -1.0) {
    (**(code **)(*(int *)(this + 0x4294) + 4))(this + 0x4294,this + 0x429c);
    *(undefined4 *)(this + 0x429c) = 0xbf800000;
  }
  if (*(float *)(this + 0x42a8) != -1.0) {
    (**(code **)(*(int *)(this + 0x42a0) + 4))(this + 0x42a0,this + 0x42a8);
    *(undefined4 *)(this + 0x42a8) = 0xbf800000;
  }
  if (*(float *)(this + 0x42b4) != -1.0) {
    (**(code **)(*(int *)(this + 0x42ac) + 4))(this + 0x42ac,this + 0x42b4);
    *(undefined4 *)(this + 0x42b4) = 0xbf800000;
  }
  if (*(float *)(this + 0x42c0) != -1.0) {
    (**(code **)(*(int *)(this + 0x42b8) + 4))(this + 0x42b8,this + 0x42c0);
    *(undefined4 *)(this + 0x42c0) = 0xbf800000;
  }
  if (*(float *)(this + 0x42cc) != -1.0) {
    (**(code **)(*(int *)(this + 0x42c4) + 4))(this + 0x42c4,this + 0x42cc);
    *(undefined4 *)(this + 0x42cc) = 0xbf800000;
  }
  if (*(float *)(this + 0x42d8) != -1.0) {
    (**(code **)(*(int *)(this + 0x42d0) + 4))(this + 0x42d0,this + 0x42d8);
    *(undefined4 *)(this + 0x42d8) = 0xbf800000;
  }
  if (*(float *)(this + 0x42e4) != -1.0) {
    (**(code **)(*(int *)(this + 0x42dc) + 4))(this + 0x42dc,this + 0x42e4);
    *(undefined4 *)(this + 0x42e4) = 0xbf800000;
  }
  if (*(float *)(this + 0x42f0) != -1.0) {
    (**(code **)(*(int *)(this + 0x42e8) + 4))(this + 0x42e8,this + 0x42f0);
    *(undefined4 *)(this + 0x42f0) = 0xbf800000;
  }
  *(undefined4 *)(this + 0x4300) = 0x3d23d70a;
  *(undefined4 *)(this + 0x42fc) = 0x3d23d70a;
  if (*(float *)(this + 0x42f8) != -1.0) {
    (**(code **)(*(int *)(this + 0x42f4) + 4))(this + 0x42f4,this + 0x42f8);
    *(undefined4 *)(this + 0x42f8) = 0xbf800000;
  }
  INextBot::Reset((INextBot *)(this + 0x4028));
  CTerrorPlayer::Spawn((CTerrorPlayer *)this);
  if (*(int *)(this + 0x4304) != 0) {
    if (this[0x6c] == (BossZombiePlayerBot)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;
      }
    }
    else {
      this[0x70] = (BossZombiePlayerBot)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x4304) = 0;
  }
  if (*(float *)(this + 0x4310) != -1.0) {
    (**(code **)(*(int *)(this + 0x4308) + 4))(this + 0x4308,this + 0x4310);
    *(undefined4 *)(this + 0x4310) = 0xbf800000;
  }
  piVar1 = (int *)(**(code **)(*(int *)(this + 0x4028) + 0xc4))((INextBot *)(this + 0x4028));
  (**(code **)(*piVar1 + 0x10c))(piVar1,2);
  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)