L L4D2node

CColorCorrectionVolume::Spawn

0x00647020 · 356 bytes · __thiscall

_ZN22CColorCorrectionVolume5SpawnEv

Decompiled

undefined (1 param)

/* CColorCorrectionVolume::Spawn() */

void __thiscall CColorCorrectionVolume::Spawn(CColorCorrectionVolume *this)

{
  code *pcVar1;
  CBaseEdict *pCVar2;
  undefined1 *puVar3;
  int iVar4;
  undefined1 local_1c [12];
  undefined1 *local_10;
  
  CBaseTrigger::Spawn((CBaseTrigger *)this);
  *(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 0x880;
  CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
  (**(code **)(*(int *)this + 0x6c))(this);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),1);
  CCollisionProperty::SetSolidFlags((CCollisionProperty *)(this + 0x194),0x40c);
  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::ThinkSet((_func_void *)local_1c,(float)this,(char *)ThinkFunc);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.01,(char *)0x0);
  if (this[0x56a] == (CColorCorrectionVolume)0x0) {
    if (this[0x569] != (CColorCorrectionVolume)0x1) {
      if (this[0x6c] == (CColorCorrectionVolume)0x0) {
        pCVar2 = *(CBaseEdict **)(this + 0x30);
        if (pCVar2 != (CBaseEdict *)0x0) {
          *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
          iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
          *(undefined2 *)(iVar4 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CColorCorrectionVolume)((byte)this[0x70] | 1);
      }
      this[0x569] = (CColorCorrectionVolume)0x1;
      return;
    }
  }
  else if (this[0x569] != (CColorCorrectionVolume)0x0) {
    if (this[0x6c] == (CColorCorrectionVolume)0x0) {
      pCVar2 = *(CBaseEdict **)(this + 0x30);
      if (pCVar2 != (CBaseEdict *)0x0) {
        *(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
        iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
        *(undefined2 *)(iVar4 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CColorCorrectionVolume)((byte)this[0x70] | 1);
    }
    this[0x569] = (CColorCorrectionVolume)0x0;
    return;
  }
  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)