L L4D2node

CFunc_Dust::Spawn

0x006bb130 · 223 bytes · __thiscall

_ZN10CFunc_Dust5SpawnEv

Decompiled

undefined (1 param)

/* CFunc_Dust::Spawn() */

void __thiscall CFunc_Dust::Spawn(CFunc_Dust *this)

{
  CFunc_Dust CVar1;
  CFunc_Dust CVar2;
  CFunc_Dust CVar3;
  code *pcVar4;
  undefined4 uVar5;
  CBaseEdict *this_00;
  undefined1 *puVar6;
  int iVar7;
  undefined1 *local_20 [4];
  
  (**(code **)(*(int *)this + 0x6c))(this);
  pcVar4 = *(code **)(*(int *)this + 0x70);
  (**(code **)(*(int *)this + 0x20))(local_20,this);
  puVar6 = &DAT_00d539c2;
  if (local_20[0] != (undefined1 *)0x0) {
    puVar6 = local_20[0];
  }
  (*pcVar4)(this,puVar6);
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 0x20));
  uVar5 = *(undefined4 *)(this + 0x468);
  CVar1 = this[0x440];
  CVar2 = this[0x441];
  CVar3 = this[0x442];
  if (SUB41(uVar5,0) != this[0x443]) {
    if (this[0x6c] == (CFunc_Dust)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar7 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar7 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CFunc_Dust)((byte)this[0x70] | 1);
    }
    this[0x440] = CVar1;
    this[0x441] = CVar2;
    this[0x442] = CVar3;
    this[0x443] = SUB41(uVar5,0);
  }
  CBaseEntity::Spawn((CBaseEntity *)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)