L L4D2node

CBubbling::Spawn

0x0066d6b0 · 281 bytes · __thiscall

_ZN9CBubbling5SpawnEv

Decompiled

undefined (1 param)

/* CBubbling::Spawn() */

void __thiscall CBubbling::Spawn(CBubbling *this)

{
  code *pcVar1;
  CBaseEdict *this_00;
  undefined1 *puVar2;
  int iVar3;
  undefined1 local_1c [12];
  undefined1 *local_10;
  
  (**(code **)(*(int *)this + 0x6c))(this);
  pcVar1 = *(code **)(*(int *)this + 0x70);
  (**(code **)(*(int *)this + 0x20))(&local_10,this);
  puVar2 = &DAT_00d539c2;
  if (local_10 != (undefined1 *)0x0) {
    puVar2 = local_10;
  }
  (*pcVar1)(this,puVar2);
  if (this[0x127] != (CBubbling)0x0) {
    if (this[0x6c] == (CBubbling)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] = (CBubbling)((byte)this[0x70] | 1);
    }
    this[0x127] = (CBubbling)0x0;
  }
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  if (((byte)this[0x148] & 1) != 0) {
    *(undefined4 *)(this + 0x44c) = 0;
    return;
  }
  CBaseEntity::ThinkSet((_func_void *)local_1c,(float)this,(char *)FizzThink);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 2.0,(char *)0x0);
  *(undefined4 *)(this + 0x44c) = 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)