L L4D2node

CFlexCycler::Spawn

0x00623bd0 · 434 bytes · __thiscall

_ZN11CFlexCycler5SpawnEv

Decompiled

undefined (1 param)

/* CFlexCycler::Spawn() */

void __thiscall CFlexCycler::Spawn(CFlexCycler *this)

{
  float fVar1;
  CBaseEdict *pCVar2;
  int iVar3;
  longdouble lVar4;
  
  (**(code **)(*(int *)this + 0x6c))(this);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2);
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 0x10));
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  if (this[0x105] != (CFlexCycler)0x2) {
    (**(code **)(*(int *)this + 0x224))(this,this + 0x105);
    this[0x105] = (CFlexCycler)0x2;
  }
  if (*(int *)(this + 0x100) != 80000) {
    (**(code **)(*(int *)this + 0x214))(this,this + 0x100);
    *(undefined4 *)(this + 0x100) = 80000;
  }
  if (*(float *)(this + 0x468) != 1.0) {
    if (this[0x6c] == (CFlexCycler)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CFlexCycler)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x468) = 0x3f800000;
  }
  *(undefined4 *)(this + 0x440) = 0;
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 1.0,(char *)0x0);
  CBaseAnimating::ResetSequenceInfo((CBaseAnimating *)this);
  lVar4 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0,0x3f800000);
  fVar1 = (float)lVar4;
  if (fVar1 == *(float *)(this + 0x490)) {
    return;
  }
  if (this[0x6c] == (CFlexCycler)0x0) {
    pCVar2 = *(CBaseEdict **)(this + 0x30);
    if (pCVar2 != (CBaseEdict *)0x0) {
      *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
      iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
      *(undefined2 *)(iVar3 + 2) = 0;
    }
    *(float *)(this + 0x490) = fVar1;
  }
  else {
    this[0x70] = (CFlexCycler)((byte)this[0x70] | 1);
    *(float *)(this + 0x490) = fVar1;
  }
  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)