L L4D2node

CEnvQuadraticBeam::Spawn

0x0066d090 · 258 bytes · __thiscall

_ZN17CEnvQuadraticBeam5SpawnEv

Decompiled

undefined (1 param)

/* CEnvQuadraticBeam::Spawn() */

void __thiscall CEnvQuadraticBeam::Spawn(CEnvQuadraticBeam *this)

{
  CBaseEdict *pCVar1;
  int iVar2;
  
  CPointEntity::Spawn((CPointEntity *)this);
  if (this[0x121] != (CEnvQuadraticBeam)0x5) {
    if (this[0x6c] == (CEnvQuadraticBeam)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEnvQuadraticBeam)((byte)this[0x70] | 1);
    }
    this[0x121] = (CEnvQuadraticBeam)0x5;
  }
  if (this[0x124] != (CEnvQuadraticBeam)0xff) {
    if (this[0x6c] == (CEnvQuadraticBeam)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEnvQuadraticBeam)((byte)this[0x70] | 1);
    }
    this[0x124] = (CEnvQuadraticBeam)0xff;
  }
  if (this[0x125] != (CEnvQuadraticBeam)0xff) {
    if (this[0x6c] == (CEnvQuadraticBeam)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEnvQuadraticBeam)((byte)this[0x70] | 1);
    }
    this[0x125] = (CEnvQuadraticBeam)0xff;
  }
  if (this[0x126] != (CEnvQuadraticBeam)0xff) {
    if (this[0x6c] == (CEnvQuadraticBeam)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CEnvQuadraticBeam)((byte)this[0x70] | 1);
    }
    this[0x126] = (CEnvQuadraticBeam)0xff;
  }
  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)