L L4D2node

CEnvGlobal::Spawn

0x006e8a00 · 180 bytes · __thiscall

_ZN10CEnvGlobal5SpawnEv

Decompiled

undefined (1 param)

/* CEnvGlobal::Spawn() */

void __thiscall CEnvGlobal::Spawn(CEnvGlobal *this)

{
  int iVar1;
  char *pcVar2;
  int iVar3;
  undefined1 *puVar4;
  undefined1 *puVar5;
  
  if (*(char **)(this + 0x458) == (char *)0x0) {
    UTIL_Remove((CBaseEntity *)this);
    return;
  }
  if (((byte)this[0x148] & 1) != 0) {
    iVar1 = GlobalEntity_GetIndex(*(char **)(this + 0x458));
    if (iVar1 < 0) {
      puVar5 = *(undefined1 **)(gpGlobals + 0x3c);
      if (puVar5 == (undefined1 *)0x0) {
        puVar5 = &DAT_00d539c2;
      }
      puVar4 = &DAT_00d539c2;
      if (*(undefined1 **)(this + 0x458) != (undefined1 *)0x0) {
        puVar4 = *(undefined1 **)(this + 0x458);
      }
      GlobalEntity_Add(puVar4,puVar5,*(undefined4 *)(this + 0x460));
      iVar1 = *(int *)(this + 0x464);
    }
    else {
      iVar1 = *(int *)(this + 0x464);
    }
    if (iVar1 != 0) {
      pcVar2 = "";
      if (*(char **)(this + 0x458) != (char *)0x0) {
        pcVar2 = *(char **)(this + 0x458);
      }
      iVar3 = GlobalEntity_GetIndex(pcVar2);
      GlobalEntity_SetCounter(iVar3,iVar1);
      return;
    }
  }
  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)