L L4D2node

CPhysTorque::Spawn

0x007a3ab0 · 304 bytes · __thiscall

_ZN11CPhysTorque5SpawnEv

Decompiled

undefined (1 param)

/* CPhysTorque::Spawn() */

void __thiscall CPhysTorque::Spawn(CPhysTorque *this)

{
  CBaseEdict *pCVar1;
  int iVar2;
  uint uVar3;
  uint uVar4;
  
  uVar3 = *(uint *)(this + 0x148);
  uVar4 = uVar3 | 0x14;
  if (uVar3 != uVar4) {
    if (this[0x6c] == (CPhysTorque)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CPhysTorque)((byte)this[0x70] | 1);
    }
    *(uint *)(this + 0x148) = uVar4;
    uVar3 = uVar4;
  }
  if ((uVar3 & 0xfffffffd) != uVar3) {
    if (this[0x6c] == (CPhysTorque)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CPhysTorque)((byte)this[0x70] | 1);
    }
    *(uint *)(this + 0x148) = uVar3 & 0xfffffffd;
  }
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  *(float *)(this + 0x490) = *(float *)(this + 0x490) - *(float *)(this + 0x2e0);
  *(float *)(this + 0x494) = *(float *)(this + 0x494) - *(float *)(this + 0x2e4);
  *(float *)(this + 0x498) = *(float *)(this + 0x498) - *(float *)(this + 0x2e8);
  VectorNormalize((Vector *)(this + 0x490));
  UTIL_SnapDirectionToAxis((Vector *)(this + 0x490),0.002);
  *(uint *)(this + 0x45c) = (-(uint)((*(uint *)(this + 0x148) & 8) == 0) & 2) + 1;
  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)