L L4D2node

CEnvExplosion::Spawn

0x00699990 · 205 bytes · __thiscall

_ZN13CEnvExplosion5SpawnEv

Decompiled

undefined (1 param)

/* CEnvExplosion::Spawn() */

void __thiscall CEnvExplosion::Spawn(CEnvExplosion *this)

{
  uint uVar1;
  float fVar2;
  float fVar3;
  
  (**(code **)(*(int *)this + 0x6c))(this);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  uVar1 = *(uint *)(this + 0x148);
  fVar2 = (float)(*(int *)(this + 0x440) + -0x32) * 0.6;
  if ((uVar1 & 0x800) == 0) {
    fVar3 = 10.0;
    if (10.0 <= fVar2) goto LAB_00699a15;
LAB_00699a4d:
    fVar2 = fVar3;
    if ((uVar1 & 0x1000) == 0) goto LAB_00699a22;
  }
  else {
    fVar3 = 1.0;
    if (fVar2 < 1.0) goto LAB_00699a4d;
LAB_00699a15:
    fVar3 = fVar2;
    if ((uVar1 & 0x1000) == 0) {
      if (50.0 <= fVar2) {
        fVar2 = 50.0;
      }
      goto LAB_00699a22;
    }
  }
  fVar2 = fVar3;
  if (200.0 <= fVar3) {
    fVar2 = 200.0;
  }
LAB_00699a22:
  *(undefined4 *)(this + 0x45c) = 0xffffffff;
  *(int *)(this + 0x448) = (int)fVar2;
  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)