L L4D2node

CEmbers::Spawn

0x0066da80 · 321 bytes · __thiscall

_ZN7CEmbers5SpawnEv

Decompiled

undefined (1 param)

/* CEmbers::Spawn() */

void __thiscall CEmbers::Spawn(CEmbers *this)

{
  code *pcVar1;
  CBaseEdict *pCVar2;
  undefined1 *puVar3;
  int iVar4;
  CEmbers CVar5;
  undefined1 *local_10;
  
  (**(code **)(*(int *)this + 0x6c))(this);
  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);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  if (this[0x127] != (CEmbers)0x0) {
    if (this[0x6c] == (CEmbers)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] = (CEmbers)((byte)this[0x70] | 1);
    }
    this[0x127] = (CEmbers)0x0;
  }
  if (this[0x121] != (CEmbers)0x2) {
    if (this[0x6c] == (CEmbers)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] = (CEmbers)((byte)this[0x70] | 1);
    }
    this[0x121] = (CEmbers)0x2;
  }
  CVar5 = (CEmbers)0x1;
  *(code **)(this + 0xe0) = EmberUse;
  *(undefined4 *)(this + 0xe4) = 0;
  if (((byte)this[0x148] & 1) == 0) {
    CVar5 = (CEmbers)(*(int *)(this + 0x154) == 0);
  }
  if (CVar5 != this[0x44c]) {
    if (this[0x6c] == (CEmbers)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] = (CEmbers)((byte)this[0x70] | 1);
    }
    this[0x44c] = CVar5;
  }
  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)