L L4D2node

CGib::SpawnSpecificGibs

0x006d6120 · 184 bytes · __cdecl

_ZN4CGib17SpawnSpecificGibsEP11CBaseEntityiffPKcf

Decompiled

undefined (6 params)

/* CGib::SpawnSpecificGibs(CBaseEntity*, int, float, float, char const*, float) */

void CGib::SpawnSpecificGibs
               (CBaseEntity *param_1,int param_2,float param_3,float param_4,char *param_5,
               float param_6)

{
  CBaseEdict *this;
  int iVar1;
  CGib *this_00;
  int iVar2;
  CGib *in_stack_ffffffd4;
  CBaseEntity *in_stack_ffffffd8;
  
  iVar2 = 0;
  if (0 < param_2) {
    do {
      this_00 = _CreateEntity<CGib>(in_stack_ffffffd4,(char *)in_stack_ffffffd8);
      Spawn(this_00,param_5);
      if (iVar2 != *(int *)(this_00 + 0x45c)) {
        if (this_00[0x6c] == (CGib)0x0) {
          this = *(CBaseEdict **)(this_00 + 0x30);
          if (this != (CBaseEdict *)0x0) {
            *(uint *)this = *(uint *)this | 0x101;
            iVar1 = CBaseEdict::GetChangeAccessor(this);
            *(undefined2 *)(iVar1 + 2) = 0;
          }
        }
        else {
          this_00[0x70] = (CGib)((byte)this_00[0x70] | 1);
        }
        *(int *)(this_00 + 0x45c) = iVar2;
      }
      in_stack_ffffffd4 = this_00;
      in_stack_ffffffd8 = param_1;
      InitGib(this_00,param_1,param_3,param_4);
      *(float *)(this_00 + 0x1400) = param_6;
      if (param_1 != (CBaseEntity *)0x0) {
        in_stack_ffffffd8 = param_1;
        (**(code **)(*(int *)this_00 + 0x50))();
        in_stack_ffffffd4 = this_00;
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 != param_2);
  }
  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)