L L4D2node

CDynamicLight::Spawn

0x0066a880 · 506 bytes · __thiscall

_ZN13CDynamicLight5SpawnEv

Decompiled

undefined (1 param)

/* CDynamicLight::Spawn() */

void __thiscall CDynamicLight::Spawn(CDynamicLight *this)

{
  CDynamicLight CVar1;
  CBaseEdict *this_00;
  int iVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  undefined1 local_24 [20];
  
  (**(code **)(*(int *)this + 0x6c))(this);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  this[0x443] = (CDynamicLight)0x1;
  UTIL_SetSize((CBaseEntity *)this,(Vector *)&vec3_origin,(Vector *)&vec3_origin);
  *(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 0x80;
  CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
  if (*(int *)(this + 0xf8) != 0) {
    CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)DynamicLightThink);
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
  }
  iVar3 = *(int *)(this + 0x448);
  if (iVar3 < 0x80) {
    if (-0x80 < iVar3) {
      return;
    }
    CVar1 = this[0x14d];
    iVar6 = -0x7f;
  }
  else {
    CVar1 = this[0x14d];
    iVar6 = 0x7f;
  }
  if (((byte)CVar1 & 8) == 0) {
    iVar5 = (int)*(float *)(this + 0x2e0);
    iVar2 = iVar5;
    iVar4 = iVar5;
  }
  else {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    iVar5 = (int)*(float *)(this + 0x2e0);
    iVar2 = iVar5;
    iVar4 = iVar5;
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
      iVar4 = (int)*(float *)(this + 0x2e0);
      iVar2 = iVar4;
      if (((byte)this[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
        iVar2 = (int)*(float *)(this + 0x2e0);
      }
    }
  }
  Warning("light_dynamic at [%d %d %d] has invalid exponent value (%d must be between %d and %d).\n"
          ,iVar2,iVar4,iVar5,iVar3,0xffffff81,0x7f);
  if (iVar6 != *(int *)(this + 0x448)) {
    if (this[0x6c] == (CDynamicLight)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CDynamicLight)((byte)this[0x70] | 1);
    }
    *(int *)(this + 0x448) = iVar6;
    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)