L L4D2node

CFuncVPhysicsClip::Spawn

0x00630450 · 194 bytes · __thiscall

_ZN17CFuncVPhysicsClip5SpawnEv

Decompiled

undefined (1 param)

/* CFuncVPhysicsClip::Spawn() */

void __thiscall CFuncVPhysicsClip::Spawn(CFuncVPhysicsClip *this)

{
  code *pcVar1;
  int *piVar2;
  undefined1 *puVar3;
  undefined1 *local_10;
  
  CBaseEntity::SetMoveType((CBaseEntity *)this,7,0);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),6);
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
  pcVar1 = *(code **)(*(int *)this + 0x70);
  (**(code **)(*(int *)this + 0x20))(&local_10,this);
  puVar3 = &DAT_00d539c2;
  if (local_10 != (undefined1 *)0x0) {
    puVar3 = local_10;
  }
  (*pcVar1)(this,puVar3);
  CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
  (**(code **)(*(int *)this + 0x290))(this);
  piVar2 = *(int **)(this + 0x238);
  if (piVar2 != (int *)0x0) {
    (**(code **)(*piVar2 + 0x34))(piVar2,(byte)this[0x448] ^ 1);
  }
  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)