L L4D2node

CLight::Spawn

0x006e5ba0 · 235 bytes · __thiscall

_ZN6CLight5SpawnEv

Decompiled

undefined (1 param)

/* CLight::Spawn() */

void __thiscall CLight::Spawn(CLight *this)

{
  CLight CVar1;
  int iVar2;
  char *pcVar3;
  char *pcVar4;
  
  if (*(int *)(this + 0x154) == 0) {
    UTIL_Remove((CBaseEntity *)this);
    return;
  }
  iVar2 = *(int *)(this + 0x440);
  if (0x1f < iVar2) {
    if ((*(int *)(this + 0x448) == 0) && (0 < *(int *)(this + 0x444))) {
      pcVar3 = (char *)GetDefaultLightstyleString(*(int *)(this + 0x444));
      pcVar4 = (char *)0x0;
      if ((pcVar3 != (char *)0x0) && (*pcVar3 != '\0')) {
        pcVar4 = pcVar3;
      }
      CVar1 = this[0x148];
      *(char **)(this + 0x448) = pcVar4;
      iVar2 = *(int *)(this + 0x440);
    }
    else {
      CVar1 = this[0x148];
    }
    if (((byte)CVar1 & 1) != 0) {
      (**(code **)(*engine + 0xa0))(engine,iVar2,&DAT_00c908f8);
      return;
    }
    if (*(int *)(this + 0x448) == 0) {
      (**(code **)(*engine + 0xa0))(engine,iVar2,"m");
    }
    else {
      (**(code **)(*engine + 0xa0))(engine,iVar2,*(int *)(this + 0x448));
    }
  }
  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)