L L4D2node

CEnvPhysicsBlocker::Spawn

0x0068bf20 · 320 bytes · __thiscall

_ZN18CEnvPhysicsBlocker5SpawnEv

Decompiled

undefined (1 param)

/* CEnvPhysicsBlocker::Spawn() */

void __thiscall CEnvPhysicsBlocker::Spawn(CEnvPhysicsBlocker *this)

{
  CCollisionProperty *this_00;
  
  CBaseEntity::SetBlocksLOS((CBaseEntity *)this,false);
  if (*(int *)(this + 0x458) != 4) {
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    if (((vec3_angle == *(float *)(this + 0x37c)) && (DAT_01053d40 == *(float *)(this + 0x380))) &&
       (DAT_01053d44 == *(float *)(this + 900))) {
      CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
      CBaseEntity::SetCollisionGroup((CBaseEntity *)this,8);
      CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2);
      goto LAB_0068bfc8;
    }
  }
  this_00 = (CCollisionProperty *)(this + 0x194);
  CBaseEntity::SetMoveType((CBaseEntity *)this,6,0);
  CCollisionProperty::SetCollisionBounds(this_00,(Vector *)(this + 0x440),(Vector *)(this + 0x44c));
  CCollisionProperty::SetSolid(this_00,3);
  CBaseEntity::VPhysicsInitStatic((CBaseEntity *)this);
  CCollisionProperty::SetSolid(this_00,6);
LAB_0068bfc8:
  CBaseEntity::SetBlocksLOS((CBaseEntity *)this,false);
  SetBlockState(this);
  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)