L L4D2node

CBeamSpotlight::Spawn

0x0062fc40 · 388 bytes · __thiscall

_ZN14CBeamSpotlight5SpawnEv

Decompiled

undefined (1 param)

/* CBeamSpotlight::Spawn() */

void __thiscall CBeamSpotlight::Spawn(CBeamSpotlight *this)

{
  CBaseEdict *pCVar1;
  int iVar2;
  uint uVar3;
  CBeamSpotlight CVar4;
  
  (**(code **)(*(int *)this + 0x6c))(this);
  UTIL_SetSize((CBaseEntity *)this,(Vector *)&vec3_origin,(Vector *)&vec3_origin);
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  *(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 0x80;
  CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
  uVar3 = *(uint *)(this + 0x148);
  CVar4 = (CBeamSpotlight)(((byte)(uVar3 >> 1) ^ 1) & 1);
  if (CVar4 != this[0x445]) {
    if (this[0x6c] == (CBeamSpotlight)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
        uVar3 = *(uint *)(this + 0x148);
      }
    }
    else {
      this[0x70] = (CBeamSpotlight)((byte)this[0x70] | 1);
    }
    this[0x445] = CVar4;
  }
  CVar4 = (CBeamSpotlight)((byte)uVar3 & 1);
  if (CVar4 != this[0x444]) {
    if (this[0x6c] == (CBeamSpotlight)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
        uVar3 = *(uint *)(this + 0x148);
      }
    }
    else {
      this[0x70] = (CBeamSpotlight)((byte)this[0x70] | 1);
    }
    this[0x444] = CVar4;
  }
  this[0x460] = (CBeamSpotlight)((byte)(uVar3 >> 2) & 1);
  this[0x461] = (CBeamSpotlight)((byte)(uVar3 >> 3) & 1);
  CVar4 = (CBeamSpotlight)((byte)(uVar3 >> 6) & 1);
  if (CVar4 != this[0x446]) {
    if (this[0x6c] == (CBeamSpotlight)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBeamSpotlight)((byte)this[0x70] | 1);
    }
    this[0x446] = CVar4;
  }
  RecalcRotation(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)