L L4D2node

CShower::Spawn

0x00699a70 · 489 bytes · __thiscall

_ZN7CShower5SpawnEv

Decompiled

undefined (1 param)

/* CShower::Spawn() */

void __thiscall CShower::Spawn(CShower *this)

{
  int iVar1;
  longdouble lVar2;
  float local_24;
  float local_20;
  float local_1c;
  float local_18;
  float local_14;
  float local_10;
  
  AngleVectors((QAngle *)(this + 0x3a8),(Vector *)&local_24);
  lVar2 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0x43480000,0x43960000);
  local_18 = (float)lVar2;
  local_14 = local_20 * local_18;
  local_10 = local_1c * local_18;
  local_18 = local_18 * local_24;
  lVar2 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xc2c80000,0x42c80000);
  local_18 = (float)lVar2 + local_18;
  lVar2 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0xc2c80000,0x42c80000);
  local_14 = (float)lVar2 + local_14;
  if (local_10 < 0.0) {
    local_10 = local_10 - 200.0;
  }
  else {
    local_10 = local_10 + 200.0;
  }
  CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&local_18);
  CBaseEntity::SetMoveType((CBaseEntity *)this,5,1);
  lVar2 = (longdouble)UTIL_ScaleForGravity(400.0);
  iVar1 = gpGlobals;
  *(float *)(this + 0x2c0) = (float)lVar2;
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(iVar1 + 0xc) + 0.1,(char *)0x0);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  UTIL_SetSize((CBaseEntity *)this,(Vector *)&vec3_origin,(Vector *)&vec3_origin);
  CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
  lVar2 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0x3f000000,0x3fc00000);
  *(float *)(this + 0x11c) = (float)lVar2;
  CBaseEntity::SetLocalAngles((CBaseEntity *)this,(QAngle *)&vec3_angle);
  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)