L L4D2node

CWindowPane::CreateWindowPane

0x006b6f50 · 337 bytes · __cdecl

_ZN11CWindowPane16CreateWindowPaneERK6VectorRK6QAngle

Decompiled

undefined (2 params)

/* CWindowPane::CreateWindowPane(Vector const&, QAngle const&) */

CBaseEntity * CWindowPane::CreateWindowPane(Vector *param_1,QAngle *param_2)

{
  CBaseEdict *this;
  CBaseEntity *this_00;
  int iVar1;
  int iVar2;
  int iVar3;
  float local_28;
  float local_24;
  float local_20;
  
  this_00 = (CBaseEntity *)CreateEntityByName("window_pane",-1,true);
  if (this_00 == (CBaseEntity *)0x0) {
    Msg("NULL Ent in CreateWindowPane!\n");
    this_00 = (CBaseEntity *)0x0;
  }
  else if (*(int *)(this_00 + 0x30) != 0) {
    CBaseEntity::SetLocalOrigin(this_00,param_1);
    CBaseEntity::SetLocalAngles(this_00,param_2);
    (**(code **)(*(int *)this_00 + 100))(this_00);
    *(code **)(this_00 + 0xd8) = PaneTouch;
    *(undefined4 *)(this_00 + 0xdc) = 0;
    iVar1 = rand();
    iVar2 = rand();
    iVar3 = rand();
    local_28 = (float)iVar1 * 0.003051851 - 50.0;
    local_24 = (float)iVar2 * 0.003051851 - 50.0;
    local_20 = (float)iVar3 * 0.003051851 - 50.0;
    CBaseEntity::SetLocalAngularVelocity(this_00,(QAngle *)&local_28);
    iVar1 = (**(code **)(*random_valve + 8))(random_valve,0,2);
    if (iVar1 != *(int *)(this_00 + 0x45c)) {
      if (this_00[0x6c] == (CBaseEntity)0x0) {
        this = *(CBaseEdict **)(this_00 + 0x30);
        if (this != (CBaseEdict *)0x0) {
          *(uint *)this = *(uint *)this | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(this);
          *(undefined2 *)(iVar2 + 2) = 0;
        }
        *(int *)(this_00 + 0x45c) = iVar1;
      }
      else {
        this_00[0x70] = (CBaseEntity)((byte)this_00[0x70] | 1);
        *(int *)(this_00 + 0x45c) = iVar1;
      }
    }
  }
  return this_00;
}

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)