L L4D2node

CEnvEntityMaker::CheckSpawnThink

0x00691660 · 233 bytes · __thiscall

_ZN15CEnvEntityMaker15CheckSpawnThinkEv

Decompiled

undefined (1 param)

/* CEnvEntityMaker::CheckSpawnThink() */

void __thiscall CEnvEntityMaker::CheckSpawnThink(CEnvEntityMaker *this)

{
  uint uVar1;
  char cVar2;
  undefined *puVar3;
  
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.5,(char *)0x0);
  uVar1 = *(uint *)(this + 0x458);
  if ((((uVar1 == 0xffffffff) ||
       (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
      (*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar3 + 4) == 0)) {
    cVar2 = HasRoomToSpawn(this);
  }
  else {
    if (((byte)this[0x148] & 2) != 0) {
      return;
    }
    cVar2 = HasRoomToSpawn(this);
  }
  if ((cVar2 != '\0') &&
     ((((byte)this[0x148] & 4) != 0 || (cVar2 = IsPlayerLooking(this), cVar2 == '\0')))) {
    SpawnEntity(this,vec3_invalid,DAT_01053d24,DAT_01053d28,vec3_angle,DAT_01053d40,DAT_01053d44);
  }
  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)