L L4D2node

CPhysMagnet::Spawn

0x007a1bb0 · 437 bytes · __thiscall

_ZN11CPhysMagnet5SpawnEv

Decompiled

undefined (1 param)

/* CPhysMagnet::Spawn() */

void __thiscall CPhysMagnet::Spawn(CPhysMagnet *this)

{
  CCollisionProperty *pCVar1;
  code *pcVar2;
  int *piVar3;
  undefined1 *puVar4;
  int iVar5;
  undefined4 uVar6;
  undefined4 uVar7;
  uint uVar8;
  int in_GS_OFFSET;
  undefined1 *local_670 [4];
  solid_t local_660 [1560];
  float local_48;
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  pCVar1 = (CCollisionProperty *)(this + 0x194);
  (**(code **)(*(int *)this + 0x6c))(this);
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  CCollisionProperty::SetSolid(pCVar1,6);
  pcVar2 = *(code **)(*(int *)this + 0x70);
  (**(code **)(*(int *)this + 0x20))(local_670,this);
  puVar4 = &DAT_00d539c2;
  if (local_670[0] != (undefined1 *)0x0) {
    puVar4 = local_670[0];
  }
  (*pcVar2)(this,puVar4);
  if (this[0x105] != (CPhysMagnet)0x1) {
    (**(code **)(*(int *)this + 0x224))(this,this + 0x105);
    this[0x105] = (CPhysMagnet)0x1;
  }
  iVar5 = (**(code **)(*(int *)this + 0x1c))(this);
  PhysModelParseSolid(local_660,(CBaseEntity *)this,iVar5);
  if (0.0 < *(float *)(this + 0x1428)) {
    local_48 = *(float *)(this + 0x1428) * local_48;
  }
  PhysSolidOverride(local_660,*(undefined4 *)(this + 0x142c));
  uVar6 = (**(code **)(*(int *)(this + 0x194) + 0x30))(pCVar1);
  uVar7 = (**(code **)(*(int *)(this + 0x194) + 0x2c))(pCVar1);
  CBaseEntity::VPhysicsInitNormal((CBaseEntity *)this,uVar7,uVar6,1,local_660);
  piVar3 = *(int **)(this + 0x238);
  if (piVar3 != (int *)0x0) {
    uVar8 = *(uint *)(this + 0x148);
    if ((uVar8 & 1) == 0) {
      (**(code **)(*piVar3 + 100))(piVar3);
      uVar8 = *(uint *)(this + 0x148);
    }
    if ((uVar8 & 2) != 0) {
      (**(code **)(**(int **)(this + 0x238) + 0x40))(*(int **)(this + 0x238),0);
    }
  }
  this[0x1450] = (CPhysMagnet)0x1;
  *(undefined4 *)(this + 0x144c) = 0;
  *(undefined4 *)(this + 0x1454) = 0;
  *(undefined4 *)(this + 0x145c) = 0;
  CBaseAnimating::Spawn((CBaseAnimating *)this);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)