L L4D2node

CFuncBrush::Spawn

0x006f5b50 · 293 bytes · __thiscall

_ZN10CFuncBrush5SpawnEv

Decompiled

undefined (1 param)

/* CFuncBrush::Spawn() */

void __thiscall CFuncBrush::Spawn(CFuncBrush *this)

{
  CCollisionProperty *this_00;
  code *pcVar1;
  int iVar2;
  undefined1 *puVar3;
  undefined1 *local_20 [4];
  
  this_00 = (CCollisionProperty *)(this + 0x194);
  CBaseEntity::SetMoveType((CBaseEntity *)this,7,0);
  CCollisionProperty::SetSolid(this_00,6);
  *(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 0x40000;
  if (*(int *)(this + 0x440) == 1) {
    CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 4));
  }
  pcVar1 = *(code **)(*(int *)this + 0x70);
  (**(code **)(*(int *)this + 0x20))(local_20,this);
  puVar3 = &DAT_00d539c2;
  if (local_20[0] != (undefined1 *)0x0) {
    puVar3 = local_20[0];
  }
  (*pcVar1)(this,puVar3);
  if (*(int *)(this + 0x444) == 0) {
    iVar2 = *(int *)(this + 0x154);
  }
  else {
    TurnOff(this);
    iVar2 = *(int *)(this + 0x154);
  }
  if ((iVar2 == 0) || (*(int *)(this + 0x84) == 0)) {
    CBaseEntity::AddFlag((CBaseEntity *)this,0x1000000);
  }
  (**(code **)(*(int *)this + 0x290))(this);
  if (this[0x448] != (CFuncBrush)0x0) {
    CCollisionProperty::SetSolid(this_00,1);
  }
  CBaseEntity::SetNetworkQuantizeOriginAngAngles((CBaseEntity *)this,true);
  CBaseEntity::NetworkQuantize((CBaseEntity *)this);
  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)