L L4D2node

CVersusRandom::Spawn

0x006e81b0 · 147 bytes · __thiscall

_ZN13CVersusRandom5SpawnEv

Decompiled

undefined (1 param)

/* CVersusRandom::Spawn() */

void __thiscall CVersusRandom::Spawn(CVersusRandom *this)

{
  int iVar1;
  undefined1 *puVar2;
  int iVar3;
  CBaseEntityOutput *this_00;
  
  iVar3 = 0;
  *(undefined4 *)(this + 0x600) = 0;
  this_00 = (CBaseEntityOutput *)(this + 0x440);
  do {
    iVar1 = CBaseEntityOutput::NumberOfElements(this_00);
    if (iVar1 != 0) {
      iVar1 = *(int *)(this + 0x600);
      *(int *)(this + iVar1 * 4 + 0x5c0) = iVar3;
      *(int *)(this + 0x600) = iVar1 + 1;
    }
    iVar3 = iVar3 + 1;
    this_00 = this_00 + 0x18;
  } while (iVar3 != 0x10);
  if (*(int *)(this + 0x600) == 0) {
    puVar2 = &DAT_00d539c2;
    if (*(undefined1 **)(this + 0x154) != (undefined1 *)0x0) {
      puVar2 = *(undefined1 **)(this + 0x154);
    }
    DevWarning("logic_versus_random entity %s has no outputs!\n",puVar2);
  }
  *(undefined4 *)(this + 0x610) = 0;
  *(undefined4 *)(this + 0x618) = 0;
  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)