L L4D2node

CPhysics2Prop::Spawn

0x00802d10 · 385 bytes · __thiscall

_ZN13CPhysics2Prop5SpawnEv

Decompiled

undefined (1 param)

/* CPhysics2Prop::Spawn() */

void __thiscall CPhysics2Prop::Spawn(CPhysics2Prop *this)

{
  undefined2 uVar1;
  code *pcVar2;
  char cVar3;
  undefined4 uVar4;
  int iVar5;
  int *piVar6;
  char *pcVar7;
  
  if (g_pPhysics2 != (int *)0x0) {
    (**(code **)(*g_pPhysics2 + 0x44))(g_pPhysics2,"/data/src/game/server/prop_physics2.cpp",0x1b);
  }
                    /* try { // try from 00802d48 to 00802d71 has its CatchHandler @ 00802ea3 */
  CBaseEntity::SetNetworkQuantizeOriginAngAngles((CBaseEntity *)this,true);
  if (*(char **)(this + 0x7c) != "physics2_prop") {
    pcVar7 = "physics2_prop";
    cVar3 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)this,"physics2_prop");
    if (cVar3 == '\0') goto LAB_00802d6a;
  }
  pcVar7 = "prop_physics2";
                    /* try { // try from 00802dab to 00802e58 has its CatchHandler @ 00802ea3 */
  CBaseEntity::SetClassname((char *)this);
LAB_00802d6a:
  CBaseEntity::Spawn((CBaseEntity *)this);
  if (((byte)this[0x14c] & 1) == 0) {
    pcVar2 = *(code **)(*modelinfo + 0x1c);
    uVar4 = (**(code **)(*(int *)this + 0x1c))(this,pcVar7);
    iVar5 = (*pcVar2)(modelinfo,uVar4);
    uVar1 = *(undefined2 *)(iVar5 + 2);
    pcVar2 = *(code **)(*g_pPhys2World + 0x80);
                    /* try { // try from 00802e83 to 00802e98 has its CatchHandler @ 00802ea3 */
    if ((((byte)this[0x14d] & 8) != 0) &&
       (CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this), ((byte)this[0x14d] & 8) != 0)) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
    }
    piVar6 = (int *)(*pcVar2)(g_pPhys2World,*(undefined4 *)(iVar5 + 8),
                              **(undefined4 **)(iVar5 + 0xc),uVar1,this + 0x2e0,this + 0x37c,0);
    *(int **)(this + 0x13f4) = piVar6;
    (**(code **)(*piVar6 + 0xc))(piVar6,this);
    (**(code **)(**(int **)(this + 0x13f4) + 0x78))(*(int **)(this + 0x13f4));
    if (g_pPhysics2 != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x00802e71. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*g_pPhysics2 + 0x48))();
      return;
    }
  }
  else if (g_pPhysics2 != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x00802d97. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*g_pPhysics2 + 0x48))();
    return;
  }
  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)