L L4D2node

CPhysBox::Spawn

0x0079de50 · 596 bytes · __thiscall

_ZN8CPhysBox5SpawnEv

Decompiled

undefined (1 param)

/* CPhysBox::Spawn() */

void __thiscall CPhysBox::Spawn(CPhysBox *this)

{
  undefined4 uVar1;
  CBaseEdict *this_00;
  code *pcVar2;
  undefined4 uVar3;
  uint uVar4;
  int iVar5;
  undefined1 *puVar6;
  uint uVar7;
  undefined1 *local_10;
  
  uVar3 = func_breakdmg_club._28_4_;
  *(undefined4 *)(this + 0x4bc) = *(undefined4 *)(func_breakdmg_bullet._28_4_ + 0x2c);
  uVar1 = func_breakdmg_explosive._28_4_;
  *(undefined4 *)(this + 0x4c0) = *(undefined4 *)(uVar3 + 0x2c);
  uVar1 = *(undefined4 *)(uVar1 + 0x2c);
  *(undefined4 *)(this + 0x4c8) = 0x3f800000;
  *(undefined4 *)(this + 0x4c4) = uVar1;
  CBreakable::ParsePropData((CBreakable *)this);
  (**(code **)(*(int *)this + 0x6c))(this);
  iVar5 = 1;
  if (0 < *(int *)(this + 0x100)) {
    iVar5 = *(int *)(this + 0x100);
  }
  if (iVar5 != *(int *)(this + 0xfc)) {
    (**(code **)(*(int *)this + 0x20c))(this,this + 0xfc);
    *(int *)(this + 0xfc) = iVar5;
  }
  uVar4 = *(uint *)(this + 0x148);
  if (((uVar4 & 1) == 0) && (*(int *)(this + 0x100) != 0)) {
    if (this[0x105] != (CPhysBox)0x2) {
      (**(code **)(*(int *)this + 0x224))(this,this + 0x105);
      this[0x105] = (CPhysBox)0x2;
    }
  }
  else {
    if (this[0x105] != (CPhysBox)0x1) {
      (**(code **)(*(int *)this + 0x224))(this,this + 0x105);
      uVar4 = *(uint *)(this + 0x148);
      this[0x105] = (CPhysBox)0x1;
    }
    uVar7 = uVar4 | 0x400;
    if (uVar7 != uVar4) {
      if (this[0x6c] == (CPhysBox)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar5 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar5 + 2) = 0;
        }
        *(uint *)(this + 0x148) = uVar7;
      }
      else {
        this[0x70] = (CPhysBox)((byte)this[0x70] | 1);
        *(uint *)(this + 0x148) = uVar7;
      }
    }
  }
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&vec3_origin);
  pcVar2 = *(code **)(*(int *)this + 0x70);
  (**(code **)(*(int *)this + 0x20))(&local_10,this);
  puVar6 = &DAT_00d539c2;
  if (local_10 != (undefined1 *)0x0) {
    puVar6 = local_10;
  }
  (*pcVar2)(this,puVar6);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),6);
  if (((byte)this[0x149] & 0x40) != 0) {
    CBaseEntity::SetCollisionGroup((CBaseEntity *)this,1);
  }
  if (this[0x51c] != (CPhysBox)0x0) {
    CCollisionProperty::SetSolidFlags
              ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
  }
  (**(code **)(*(int *)this + 0x290))(this);
  *(undefined4 *)(this + 0x5e4) = 0xffffffff;
  *(code **)(this + 0xd8) = CBreakable::BreakTouch;
  *(undefined4 *)(this + 0xdc) = 0;
  if (((byte)this[0x148] & 1) != 0) {
    *(undefined4 *)(this + 0xd8) = 0;
  }
  if (*(float *)(this + 0x488) == 0.0) {
    *(undefined4 *)(this + 0x488) = 0x3f800000;
  }
  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)