L L4D2node

CGib::SpawnRandomGibs

0x006d61f0 · 278 bytes · __cdecl

_ZN4CGib15SpawnRandomGibsEP11CBaseEntityi9GibType_e

Decompiled

undefined (3 params)

/* CGib::SpawnRandomGibs(CBaseEntity*, int, GibType_e) */

void CGib::SpawnRandomGibs(CBaseEntity *param_1,int param_2,int param_3)

{
  CBaseEdict *this;
  int iVar1;
  int iVar2;
  int iVar3;
  CGib *in_stack_ffffffc4;
  CBaseEntity *in_stack_ffffffc8;
  char *pcVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  
  iVar3 = 0;
  if (0 < param_2) {
    do {
      in_stack_ffffffc4 = _CreateEntity<CGib>(in_stack_ffffffc4,(char *)in_stack_ffffffc8);
      if (*(int *)(g_Language._28_4_ + 0x30) == 1) {
        pcVar4 = "models/germangibs.mdl";
LAB_006d621d:
        Spawn(in_stack_ffffffc4,pcVar4);
        iVar1 = *random_valve;
        uVar6 = 3;
        uVar5 = 0;
LAB_006d623c:
        iVar1 = (**(code **)(iVar1 + 8))(random_valve,uVar5,uVar6);
        if (iVar1 != *(int *)(in_stack_ffffffc4 + 0x45c)) {
          if (in_stack_ffffffc4[0x6c] == (CGib)0x0) {
            this = *(CBaseEdict **)(in_stack_ffffffc4 + 0x30);
            if (this != (CBaseEdict *)0x0) {
              *(uint *)this = *(uint *)this | 0x101;
              iVar2 = CBaseEdict::GetChangeAccessor(this);
              *(undefined2 *)(iVar2 + 2) = 0;
            }
          }
          else {
            in_stack_ffffffc4[0x70] = (CGib)((byte)in_stack_ffffffc4[0x70] | 1);
          }
          *(int *)(in_stack_ffffffc4 + 0x45c) = iVar1;
        }
      }
      else {
        if (param_3 == 0) {
          Spawn(in_stack_ffffffc4,"models/gibs/hgibs.mdl");
          iVar1 = *random_valve;
          uVar6 = 5;
          uVar5 = 1;
          goto LAB_006d623c;
        }
        if (param_3 == 1) {
          pcVar4 = "models/gibs/agibs.mdl";
          goto LAB_006d621d;
        }
      }
      iVar3 = iVar3 + 1;
      in_stack_ffffffc8 = param_1;
      InitGib(in_stack_ffffffc4,param_1,300.0,400.0);
    } while (iVar3 != 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)