L L4D2node

CPhysExplosion::Spawn

0x0079d710 · 161 bytes · __thiscall

_ZN14CPhysExplosion5SpawnEv

Decompiled

undefined (1 param)

/* CPhysExplosion::Spawn() */

void __thiscall CPhysExplosion::Spawn(CPhysExplosion *this)

{
  CBaseEdict *this_00;
  int iVar1;
  int iVar2;
  
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  *(undefined4 *)(this + 0x260) = 0;
  CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
  iVar1 = (**(code **)(*soundemitterbase + 0x88))(soundemitterbase,&DAT_00d539c2);
  if (iVar1 != *(int *)(this + 0xf4)) {
    if (this[0x6c] == (CPhysExplosion)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CPhysExplosion)((byte)this[0x70] | 1);
    }
    *(int *)(this + 0xf4) = iVar1;
  }
  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)