L L4D2node

CWeaponCSBase::Respawn

0x0043f1a0 · 368 bytes · __thiscall

_ZN13CWeaponCSBase7RespawnEv

Decompiled

undefined (1 param)

/* CWeaponCSBase::Respawn() */

CBaseEntity * __thiscall CWeaponCSBase::Respawn(CWeaponCSBase *this)

{
  float fVar1;
  CBaseEntity *pCVar2;
  char *pcVar3;
  undefined1 *puVar4;
  longdouble lVar5;
  undefined4 uVar6;
  undefined4 uVar7;
  undefined4 uVar8;
  undefined4 uVar9;
  undefined1 local_34 [12];
  Vector local_28 [24];
  
  pCVar2 = (CBaseEntity *)CBaseCombatWeapon::GetOwner((CBaseCombatWeapon *)this);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  (**(code **)(*g_pGameRules + 0x15c))(local_28,g_pGameRules,this);
  pcVar3 = *(char **)(this + 0x7c);
  if (pcVar3 == (char *)0x0) {
    pcVar3 = "";
  }
  pCVar2 = (CBaseEntity *)CBaseEntity::Create(pcVar3,local_28,(QAngle *)(this + 0x37c),pCVar2);
  if (pCVar2 != (CBaseEntity *)0x0) {
    CBaseEntity::AddEffects(pCVar2,0x20);
    *(undefined4 *)(pCVar2 + 0xd8) = 0;
    *(undefined4 *)(pCVar2 + 0xdc) = 0;
    uVar9 = 0;
    uVar8 = 0;
    uVar7 = 0;
    CBaseEntity::ThinkSet((_func_void *)local_34,(float)pCVar2,(char *)AttemptToMaterialize);
    uVar6 = 0;
    UTIL_DropToFloor((CBaseEntity *)this,0x200400b,(CBaseEntity *)0x0);
    fVar1 = *(float *)(gpGlobals + 0xc);
    lVar5 = (longdouble)
            (**(code **)(*g_pGameRules + 0x154))(g_pGameRules,this,uVar6,uVar7,uVar8,uVar9);
    CBaseEntity::SetNextThink(pCVar2,(float)lVar5 + fVar1,(char *)0x0);
    return pCVar2;
  }
  puVar4 = &DAT_00d539c2;
  if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
    puVar4 = *(undefined1 **)(this + 0x7c);
  }
  Msg("Respawn failed to create %s!\n",puVar4);
  return (CBaseEntity *)0x0;
}

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)