L L4D2node

CFuncNavBlocker::Spawn

0x007190b0 · 262 bytes · __thiscall

_ZN15CFuncNavBlocker5SpawnEv

Decompiled

undefined (1 param)

/* CFuncNavBlocker::Spawn() */

void __thiscall CFuncNavBlocker::Spawn(CFuncNavBlocker *this)

{
  CCollisionProperty *this_00;
  code *pcVar1;
  undefined1 *puVar2;
  undefined1 *local_20 [4];
  CFuncNavBlocker *local_10;
  
  local_10 = this;
  CUtlLinkedList<CFuncNavBlocker*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFuncNavBlocker*,unsigned_short>,unsigned_short>>
  ::InsertBefore((CUtlLinkedList<CFuncNavBlocker*,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CFuncNavBlocker*,unsigned_short>,unsigned_short>>
                  *)&gm_NavBlockers,0xffff,&local_10);
  if (*(int *)(this + 0x45c) == 0) {
    *(undefined4 *)(this + 0x45c) = 0xffffffff;
  }
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  pcVar1 = *(code **)(*(int *)this + 0x70);
  (**(code **)(*(int *)this + 0x20))(local_20,this);
  puVar2 = &DAT_00d539c2;
  if (local_20[0] != (undefined1 *)0x0) {
    puVar2 = local_20[0];
  }
  (*pcVar1)(this,puVar2);
  this_00 = (CCollisionProperty *)(this + 0x194);
  CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
  CBaseEntity::SetCollisionGroup((CBaseEntity *)this,0);
  CCollisionProperty::SetSolid(this_00,0);
  CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 4));
  CCollisionProperty::CollisionAABBToWorldAABB
            (this_00,(Vector *)(this + 0x19c),(Vector *)(this + 0x1a8),(Vector *)(this + 0x440),
             (Vector *)(this + 0x44c));
  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)