L L4D2node

CEnvWind::Spawn

0x0066c7f0 · 455 bytes · __thiscall

_ZN8CEnvWind5SpawnEv

Decompiled

undefined (1 param)

/* CEnvWind::Spawn() */

void __thiscall CEnvWind::Spawn(CEnvWind *this)

{
  CEnvWindShared *this_00;
  int iVar1;
  undefined1 local_24 [20];
  
  this_00 = (CEnvWindShared *)(this + 0x440);
  (**(code **)(*(int *)this + 0x6c))(this);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
  iVar1 = (int)((float)((int)((float)*(int *)(this + 0x4ac) * 182.04445) & 0xffff) * 0.005493164);
  if (*(int *)(this + 0x4ac) != iVar1) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this_00,this + 0x4ac);
    *(int *)(this + 0x4ac) = iVar1;
  }
  if (*(int *)(this + 0x30) == 0) {
    iVar1 = 0;
  }
  else {
    iVar1 = *(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  CEnvWindShared::Init
            (this_00,iVar1,0,*(float *)(gpGlobals + 0xc),(int)*(float *)(this + 0x3ac),0.0);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  if (((*(float *)(this + 0x2e0) != *(float *)(this + 0x470)) ||
      (*(float *)(this + 0x2e4) != *(float *)(this + 0x474))) ||
     (*(float *)(this + 0x2e8) != *(float *)(this + 0x478))) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this_00,this + 0x470);
    *(undefined4 *)(this + 0x470) = *(undefined4 *)(this + 0x2e0);
    *(undefined4 *)(this + 0x474) = *(undefined4 *)(this + 0x2e4);
    *(undefined4 *)(this + 0x478) = *(undefined4 *)(this + 0x2e8);
  }
  CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)WindThink);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
  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)