L L4D2node

CEnvSpark::Spawn

0x0068ac30 · 292 bytes · __thiscall

_ZN9CEnvSpark5SpawnEv

Decompiled

undefined (1 param)

/* CEnvSpark::Spawn() */

void __thiscall CEnvSpark::Spawn(CEnvSpark *this)

{
  float fVar1;
  longdouble lVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  undefined1 local_14 [8];
  
  uVar5 = 0;
  uVar4 = 0;
  uVar3 = 0;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
  *(undefined4 *)(this + 0xe0) = 0;
  *(undefined4 *)(this + 0xe4) = 0;
  if (((byte)this[0x148] & 0x40) != 0) {
    uVar5 = 0;
    uVar4 = 0;
    uVar3 = 0;
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)SparkThink);
  }
  fVar1 = *(float *)(gpGlobals + 0xc);
  lVar2 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0,0x3fc00000,uVar3,uVar4,uVar5);
  CBaseEntity::SetNextThink((CBaseEntity *)this,fVar1 + 0.1 + (float)lVar2,(char *)0x0);
  if (*(float *)(this + 0x440) <= 0.0 && *(float *)(this + 0x440) != 0.0) {
    *(undefined4 *)(this + 0x440) = 0;
  }
                    /* WARNING: Could not recover jumptable at 0x0068ad1e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x6c))();
  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)