L L4D2node

CScriptVPhysicsClip::Spawn

0x00633dd0 · 232 bytes · __thiscall

_ZN19CScriptVPhysicsClip5SpawnEv

Decompiled

undefined (1 param)

/* CScriptVPhysicsClip::Spawn() */

void __thiscall CScriptVPhysicsClip::Spawn(CScriptVPhysicsClip *this)

{
  CCollisionProperty *this_00;
  int *piVar1;
  uint local_18;
  uint local_14;
  uint local_10;
  
  this_00 = (CCollisionProperty *)(this + 0x194);
  CBaseEntity::SetMoveType((CBaseEntity *)this,7,0);
  CCollisionProperty::SetSolid(this_00,3);
  CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 4));
  CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
  local_10 = *(uint *)(this + 0x454) ^ 0x80000000;
  local_14 = *(uint *)(this + 0x450) ^ 0x80000000;
  local_18 = *(uint *)(this + 0x44c) ^ 0x80000000;
  CCollisionProperty::SetCollisionBounds(this_00,(Vector *)&local_18,(Vector *)(this + 0x44c));
  (**(code **)(*(int *)this + 0x290))(this);
  piVar1 = *(int **)(this + 0x238);
  if (piVar1 != (int *)0x0) {
    (**(code **)(*piVar1 + 0x34))(piVar1,(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)