L L4D2node

NextBotCombatCharacter::Spawn

0x00752a70 · 338 bytes · __thiscall

_ZN22NextBotCombatCharacter5SpawnEv

Decompiled

undefined (1 param)

/* NextBotCombatCharacter::Spawn() */

void __thiscall NextBotCombatCharacter::Spawn(NextBotCombatCharacter *this)

{
  int iVar1;
  int *piVar2;
  undefined1 local_14 [8];
  
  CBaseCombatCharacter::Spawn((CBaseCombatCharacter *)this);
  (**(code **)(*(int *)(this + 0x1a3c) + 0xa4))(this + 0x1a3c);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2);
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 0x10));
  CBaseEntity::SetMoveType((CBaseEntity *)this,0xb,0);
  CBaseEntity::SetCollisionGroup((CBaseEntity *)this,5);
  iVar1 = *(int *)(this + 0x100);
  if (iVar1 != *(int *)(this + 0xfc)) {
    (**(code **)(*(int *)this + 0x20c))(this,this + 0xfc);
    *(int *)(this + 0xfc) = iVar1;
  }
  if (this[0x105] != (NextBotCombatCharacter)0x2) {
    (**(code **)(*(int *)this + 0x224))(this,this + 0x105);
    this[0x105] = (NextBotCombatCharacter)0x2;
  }
  piVar2 = mdlcache;
  (**(code **)(*mdlcache + 0x68))(mdlcache);
                    /* try { // try from 00752b50 to 00752ba7 has its CatchHandler @ 00752bc2 */
  (**(code **)(*(int *)this + 0x374))(this);
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)DoThink);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
  *(undefined4 *)(this + 0x1c6c) = 0xffffffff;
                    /* WARNING: Could not recover jumptable at 0x00752bc0. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*piVar2 + 0x6c))();
  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)