L L4D2node

CPhysicsPropRespawnable::Spawn

0x007eb430 · 364 bytes · __thiscall

_ZN23CPhysicsPropRespawnable5SpawnEv

Decompiled

undefined (1 param)

/* CPhysicsPropRespawnable::Spawn() */

void __thiscall CPhysicsPropRespawnable::Spawn(CPhysicsPropRespawnable *this)

{
  undefined4 *puVar1;
  
  CPhysicsProp::Spawn((CPhysicsProp *)this);
  if (((byte)this[0x14d] & 8) == 0) {
    *(undefined4 *)(this + 0x1688) = *(undefined4 *)(this + 0x2e0);
    *(undefined4 *)(this + 0x168c) = *(undefined4 *)(this + 0x2e4);
    *(undefined4 *)(this + 0x1690) = *(undefined4 *)(this + 0x2e8);
  }
  else {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    *(undefined4 *)(this + 0x1688) = *(undefined4 *)(this + 0x2e0);
    *(undefined4 *)(this + 0x168c) = *(undefined4 *)(this + 0x2e4);
    *(undefined4 *)(this + 0x1690) = *(undefined4 *)(this + 0x2e8);
    if ((*(uint *)(this + 0x14c) & 0x800) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
  }
  *(undefined4 *)(this + 0x1694) = *(undefined4 *)(this + 0x37c);
  *(undefined4 *)(this + 0x1698) = *(undefined4 *)(this + 0x380);
  *(undefined4 *)(this + 0x169c) = *(undefined4 *)(this + 900);
  puVar1 = (undefined4 *)(**(code **)(*(int *)(this + 0x194) + 4))(this + 0x194);
  *(undefined4 *)(this + 0x16a0) = *puVar1;
  *(undefined4 *)(this + 0x16a4) = puVar1[1];
  *(undefined4 *)(this + 0x16a8) = puVar1[2];
  puVar1 = (undefined4 *)(**(code **)(*(int *)(this + 0x194) + 8))(this + 0x194);
  *(undefined4 *)(this + 0x16ac) = *puVar1;
  *(undefined4 *)(this + 0x16b0) = puVar1[1];
  *(undefined4 *)(this + 0x16b4) = puVar1[2];
  if (*(float *)(this + 0x16b8) == 0.0) {
    *(undefined4 *)(this + 0x16b8) = 0x42700000;
  }
  (**(code **)(*(int *)this + 0x50))(this,0);
  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)