L L4D2node

CSteamJet::Spawn

0x00832fe0 · 187 bytes · __thiscall

_ZN9CSteamJet5SpawnEv

Decompiled

undefined (1 param)

/* CSteamJet::Spawn() */

void __thiscall CSteamJet::Spawn(CSteamJet *this)

{
  CBaseEdict *pCVar1;
  char cVar2;
  int iVar3;
  
  (**(code **)(*(int *)this + 0x6c))(this);
  if (*(char **)(this + 0x7c) != "env_steamjet") {
    cVar2 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)this,"env_steamjet");
    if (cVar2 == '\0') goto LAB_0083300f;
  }
  if (this[0x460] != (CSteamJet)0x1) {
    if (this[0x6c] == (CSteamJet)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CSteamJet)((byte)this[0x70] | 1);
    }
    this[0x460] = (CSteamJet)0x1;
  }
LAB_0083300f:
  if ((this[0x461] != (CSteamJet)0x0) && (*(int *)(this + 0x45c) != 1)) {
    if (this[0x6c] == (CSteamJet)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
      *(undefined4 *)(this + 0x45c) = 1;
    }
    else {
      this[0x70] = (CSteamJet)((byte)this[0x70] | 1);
      *(undefined4 *)(this + 0x45c) = 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)