L L4D2node

CDynamicProp::Spawn

0x007ef7b0 · 842 bytes · __thiscall

_ZN12CDynamicProp5SpawnEv

Decompiled

undefined (1 param)

/* CDynamicProp::Spawn() */

void __thiscall CDynamicProp::Spawn(CDynamicProp *this)

{
  CCollisionProperty *this_00;
  CGlowProperty *this_01;
  CBaseEdict *this_02;
  char cVar1;
  int iVar2;
  uint uVar3;
  CDynamicProp CVar4;
  longdouble lVar5;
  float fVar6;
  char *pcVar7;
  undefined4 uVar8;
  undefined4 uVar9;
  undefined4 uVar10;
  undefined1 local_14 [8];
  
  if (*(char **)(this + 0x7c) != "dynamic_prop") {
    pcVar7 = "dynamic_prop";
    cVar1 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)this,"dynamic_prop");
    if (cVar1 == '\0') goto LAB_007ef7e0;
  }
  pcVar7 = "prop_dynamic";
  CBaseEntity::SetClassname((char *)this);
LAB_007ef7e0:
  this_00 = (CCollisionProperty *)(this + 0x194);
  iVar2 = (**(code **)(*(int *)(this + 0x194) + 0x2c))(this_00,pcVar7);
  if ((iVar2 == 0) &&
     ((*(char **)(this + 0x7c) == "prop_dynamic" ||
      (cVar1 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)this,"prop_dynamic"), cVar1 != '\0'))
     )) {
    CCollisionProperty::SetSolid(this_00,3);
    CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 4));
  }
  CBreakableProp::Spawn((CBreakableProp *)this);
  if (((byte)this[0x14c] & 1) == 0) {
    if ((((*(char **)(this + 0x7c) == "dynamic_prop") ||
         (cVar1 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)this,"dynamic_prop"),
         cVar1 != '\0')) || (*(char **)(this + 0x7c) == "prop_dynamic_override")) ||
       (cVar1 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)this,"prop_dynamic_override"),
       cVar1 != '\0')) {
      CBaseEntity::SetClassname((char *)this);
    }
    CBaseEntity::AddFlag((CBaseEntity *)this,0x40000);
    if ((this[0x158c] != (CDynamicProp)0x0) || (*(int *)(this + 0x1580) != 0)) {
      CBaseEntity::RemoveFlag((CBaseEntity *)this,0x40000);
      if (this[0x158c] == (CDynamicProp)0x0) {
        pcVar7 = "";
        if (*(char **)(this + 0x1580) != (char *)0x0) {
          pcVar7 = *(char **)(this + 0x1580);
        }
        PropSetAnim(this,pcVar7);
      }
      else {
        uVar10 = 0;
        uVar9 = 0;
        uVar8 = 0;
        CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)AnimThink);
        fVar6 = *(float *)(gpGlobals + 0xc);
        lVar5 = (longdouble)
                (**(code **)(*random_valve + 4))
                          (random_valve,*(undefined4 *)(this + 0x1594),
                           *(undefined4 *)(this + 0x1598),uVar8,uVar9,uVar10);
        iVar2 = gpGlobals;
        fVar6 = (float)lVar5 + fVar6;
        *(float *)(this + 0x1590) = fVar6;
        CBaseEntity::SetNextThink
                  ((CBaseEntity *)this,fVar6 + *(float *)(iVar2 + 0xc) + 0.1,(char *)0x0);
      }
    }
    (**(code **)(*(int *)this + 0x290))(this);
    BoneFollowerHierarchyChanged(this);
    if (this[0x159e] != (CDynamicProp)0x0) {
      CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
    }
    if (this[0x14ac] == (CDynamicProp)0x0) {
      CBaseProp::CalculateBlockLOS((CBaseProp *)this);
    }
    uVar3 = *(uint *)(this + 0x148);
    CVar4 = (CDynamicProp)((byte)(uVar3 >> 6) & 1);
    if (CVar4 != this[0x15a0]) {
      if (this[0x6c] == (CDynamicProp)0x0) {
        this_02 = *(CBaseEdict **)(this + 0x30);
        if (this_02 != (CBaseEdict *)0x0) {
          *(uint *)this_02 = *(uint *)this_02 | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(this_02);
          *(undefined2 *)(iVar2 + 2) = 0;
          uVar3 = *(uint *)(this + 0x148);
        }
      }
      else {
        this[0x70] = (CDynamicProp)((byte)this[0x70] | 1);
      }
      this[0x15a0] = CVar4;
    }
    if ((uVar3 & 0x100) != 0) {
      CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 4));
    }
    this_01 = (CGlowProperty *)(this + 0x1f0);
    CGlowProperty::SetGlowState(this_01,*(int *)(this + 0x15bc));
    CGlowProperty::SetGlowRange(this_01,*(int *)(this + 0x15c0));
    CGlowProperty::SetGlowRangeMin(this_01,*(int *)(this + 0x15c4));
    CGlowProperty::SetGlowColorOverride(this_01,*(undefined4 *)(this + 0x15c8));
  }
  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)