L L4D2node

CHunterClaw::Spawn

0x0053ead0 · 154 bytes · __thiscall

_ZN11CHunterClaw5SpawnEv

Decompiled

undefined (1 param)

/* CHunterClaw::Spawn() */

void __thiscall CHunterClaw::Spawn(CHunterClaw *this)

{
  CBaseEdict *this_00;
  int iVar1;
  
  (**(code **)(*(int *)this + 0x6c))(this);
  if (*(float *)(this + 0x17e4) != -1.0) {
    (**(code **)(*(int *)(this + 0x17dc) + 4))(this + 0x17dc,this + 0x17e4);
    *(undefined4 *)(this + 0x17e4) = 0xbf800000;
  }
  if (*(int *)(this + 0x1420) != -1) {
    if (this[0x6c] == (CHunterClaw)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CHunterClaw)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x1420) = 0xffffffff;
  }
  CClaw::Spawn((CClaw *)this);
  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)