L L4D2node

Test_SpawnRandomEntities

0x00af3f90 · 377 bytes · __cdecl

_Z24Test_SpawnRandomEntitiesRK8CCommand

Decompiled

undefined (1 param)

/* Test_SpawnRandomEntities(CCommand const&) */

void Test_SpawnRandomEntities(CCommand *param_1)

{
  uint uVar1;
  char *pcVar2;
  long lVar3;
  long lVar4;
  int iVar5;
  undefined4 *puVar6;
  int iVar7;
  int iVar8;
  int *piVar9;
  undefined *puVar10;
  int iVar11;
  undefined4 *puVar12;
  
  if (*(int *)param_1 < 3) {
    Error("Test_SpawnRandomEntities <min # entities> <max # entities> missing arguments.");
  }
  if (DAT_0102ca10 == 0) {
    Error("Test_SpawnRandomEntities: not initialized (call Test_InitRandomEntitySpawner frst).");
  }
  pcVar2 = "";
  if (1 < *(int *)param_1) {
    pcVar2 = *(char **)(param_1 + 0x40c);
  }
  lVar3 = strtol(pcVar2,(char **)0x0,10);
  pcVar2 = "";
  if (2 < *(int *)param_1) {
    pcVar2 = *(char **)(param_1 + 0x410);
  }
  iVar11 = 0;
  lVar4 = strtol(pcVar2,(char **)0x0,10);
  iVar5 = RandomInt(lVar3,lVar4);
  if (0 < iVar5) {
    do {
      while( true ) {
        iVar7 = RandomInt(0,DAT_0102ca10 + -1);
        uVar1 = *(uint *)(g_StressEntities + iVar7 * 4);
        if ((((uVar1 != 0xffffffff) &&
             (puVar10 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar10 != (undefined *)0xfffffffc))
            && (*(uint *)(puVar10 + 8) == uVar1 >> 0xc)) &&
           (*(CBaseEntity **)(puVar10 + 4) != (CBaseEntity *)0x0)) {
          UTIL_RemoveImmediate(*(CBaseEntity **)(puVar10 + 4));
        }
        iVar8 = RandomInt(0,DAT_0102ca24 + -1);
        piVar9 = (int *)(**(code **)(*(int *)(g_StressEntityRegs + iVar8 * 4) + 4))();
        puVar12 = (undefined4 *)(iVar7 * 4 + g_StressEntities);
        if (piVar9 != (int *)0x0) break;
        iVar11 = iVar11 + 1;
        *puVar12 = 0xffffffff;
        if (iVar11 == iVar5) {
          return;
        }
      }
      iVar11 = iVar11 + 1;
      puVar6 = (undefined4 *)(**(code **)(*piVar9 + 0xc))(piVar9);
      *puVar12 = *puVar6;
    } while (iVar11 != iVar5);
  }
  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)