L L4D2node

CFuncSmokeVolume::Spawn

0x006c32f0 · 159 bytes · __thiscall

_ZN16CFuncSmokeVolume5SpawnEv

Decompiled

undefined (1 param)

/* CFuncSmokeVolume::Spawn() */

void __thiscall CFuncSmokeVolume::Spawn(CFuncSmokeVolume *this)

{
  undefined4 uVar1;
  CBaseEdict *this_00;
  code *pcVar2;
  int iVar3;
  undefined1 *puVar4;
  CFuncSmokeVolume *pCVar5;
  byte bVar6;
  undefined1 *local_10;
  
  bVar6 = 0;
  if (this[0x6c] == (CFuncSmokeVolume)0x0) {
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
      iVar3 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar3 + 2) = 0;
    }
  }
  else {
    this[0x70] = (CFuncSmokeVolume)((byte)this[0x70] | 1);
  }
  uVar1 = *(undefined4 *)(gpGlobals + 0xc);
  *(undefined4 *)(this + 0x78) = 0;
  *(undefined4 *)(this + 0x74) = uVar1;
  pCVar5 = this + 0x448;
  for (iVar3 = 0x3f; iVar3 != 0; iVar3 = iVar3 + -1) {
    *(undefined4 *)pCVar5 = 0;
    pCVar5 = pCVar5 + (uint)bVar6 * -8 + 4;
  }
  *(undefined2 *)pCVar5 = 0;
  pCVar5[2] = (CFuncSmokeVolume)0x0;
  pcVar2 = *(code **)(*(int *)this + 0x70);
  (**(code **)(*(int *)this + 0x20))(&local_10,this);
  puVar4 = &DAT_00d539c2;
  if (local_10 != (undefined1 *)0x0) {
    puVar4 = local_10;
  }
  (*pcVar2)(this,puVar4);
  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)