L L4D2node

CPrecipitation::Spawn

0x0066e540 · 403 bytes · __thiscall

_ZN14CPrecipitation5SpawnEv

Decompiled

undefined (1 param)

/* CPrecipitation::Spawn() */

void __thiscall CPrecipitation::Spawn(CPrecipitation *this)

{
  CCollisionProperty *this_00;
  code *pcVar1;
  uint uVar2;
  CBaseEdict *pCVar3;
  undefined1 *puVar4;
  int iVar5;
  undefined1 *local_10;
  
  CBaseEntity::SetTransmitState((CBaseEntity *)this,0x20);
  PrecacheMaterial("effects/fleck_ash1");
  PrecacheMaterial("effects/fleck_ash2");
  PrecacheMaterial("effects/fleck_ash3");
  PrecacheMaterial("effects/ember_swirling001");
  (**(code **)(*(int *)this + 0x6c))(this);
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  pcVar1 = *(code **)(*(int *)this + 0x70);
  (**(code **)(*(int *)this + 0x20))(&local_10,this);
  puVar4 = &DAT_00d539c2;
  if (local_10 != (undefined1 *)0x0) {
    puVar4 = local_10;
  }
  (*pcVar1)(this,puVar4);
  if (*(int *)(this + 0x440) == 4) {
    this_00 = (CCollisionProperty *)(this + 0x194);
    CCollisionProperty::SetSolid(this_00,6);
    CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 4));
    CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 0x40));
    CBaseEntity::VPhysicsInitStatic((CBaseEntity *)this);
    uVar2 = *(uint *)(this + 0x440);
  }
  else {
    CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
    uVar2 = *(uint *)(this + 0x440);
  }
  if (9 < uVar2) {
    if (this[0x6c] == (CPrecipitation)0x0) {
      pCVar3 = *(CBaseEdict **)(this + 0x30);
      if (pCVar3 != (CBaseEdict *)0x0) {
        *(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
        iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
        *(undefined2 *)(iVar5 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CPrecipitation)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x440) = 0;
  }
  if (this[0x121] != (CPrecipitation)0x6) {
    if (this[0x6c] == (CPrecipitation)0x0) {
      pCVar3 = *(CBaseEdict **)(this + 0x30);
      if (pCVar3 != (CBaseEdict *)0x0) {
        *(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
        iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
        *(undefined2 *)(iVar5 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CPrecipitation)((byte)this[0x70] | 1);
    }
    this[0x121] = (CPrecipitation)0x6;
  }
  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)