L L4D2node

CItem::Respawn

0x006e3390 · 379 bytes · __thiscall

_ZN5CItem7RespawnEv

Decompiled

undefined (1 param)

/* CItem::Respawn() */

CItem * __thiscall CItem::Respawn(CItem *this)

{
  float fVar1;
  longdouble lVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  undefined4 uVar6;
  undefined1 local_24 [12];
  Vector local_18 [12];
  
  *(undefined4 *)(this + 0xd8) = 0;
  *(undefined4 *)(this + 0xdc) = 0;
  CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
  (**(code **)(*(int *)this + 0x298))(this);
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2);
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 8));
  (**(code **)(*g_pGameRules + 0x170))(local_18,g_pGameRules,this);
  UTIL_SetOrigin((CBaseEntity *)this,local_18,false);
  (**(code **)(*g_pGameRules + 0x174))(local_18,g_pGameRules,this);
  CBaseEntity::SetAbsAngles((CBaseEntity *)this,(QAngle *)local_18);
  UTIL_DropToFloor((CBaseEntity *)this,0x200400b,(CBaseEntity *)0x0);
  CBaseEntity::RemoveAllDecals((CBaseEntity *)this);
  uVar6 = 0;
  uVar5 = 0;
  uVar3 = 0x3a9;
  uVar4 = 0;
  CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)0x3a9);
  fVar1 = *(float *)(gpGlobals + 0xc);
  lVar2 = (longdouble)
          (**(code **)(*g_pGameRules + 0x16c))(g_pGameRules,this,uVar3,uVar4,uVar5,uVar6);
  CBaseEntity::SetNextThink((CBaseEntity *)this,(float)lVar2 + fVar1,(char *)0x0);
  return this;
}

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)