L L4D2node

CGasCan::SetSpawner

0x005388e0 · 120 bytes · __thiscall

_ZN7CGasCan10SetSpawnerEP11CBaseEntity

Decompiled

undefined (2 params)

/* CGasCan::SetSpawner(CBaseEntity*) */

void __thiscall CGasCan::SetSpawner(CGasCan *this,CBaseEntity *param_1)

{
  undefined4 uVar1;
  CBaseEdict *this_00;
  undefined4 *puVar2;
  int iVar3;
  
  if (param_1 != (CBaseEntity *)0x0) {
    puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
    uVar1 = *puVar2;
    this[0x182c] = (CGasCan)0x1;
    *(undefined4 *)(this + 0x17f8) = uVar1;
    if (*(int *)(this + 0x458) != 1) {
      if (this[0x6c] == (CGasCan)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar3 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar3 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CGasCan)((byte)this[0x70] | 1);
      }
      *(undefined4 *)(this + 0x458) = 1;
    }
    return;
  }
  *(undefined4 *)(this + 0x17f8) = 0xffffffff;
  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)