L L4D2node

SavedTerrorGun::PreSpawn

0x00867120 · 477 bytes · __thiscall

_ZN14SavedTerrorGun8PreSpawnEP11CBaseEntity

Decompiled

undefined (2 params)

/* SavedTerrorGun::PreSpawn(CBaseEntity*) */

void __thiscall SavedTerrorGun::PreSpawn(SavedTerrorGun *this,CBaseEntity *param_1)

{
  CBaseEdict *this_00;
  char *pcVar1;
  int iVar2;
  int iVar3;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20 [4];
  
  pcVar1 = (char *)KeyValues::GetString(*(KeyValues **)(this + 4),"pos","");
  local_28 = vec3_origin;
  local_24 = DAT_01053d4c;
  local_20[0] = DAT_01053d50;
  sscanf(pcVar1,"%f %f %f",(Vector *)&local_28,&local_24,local_20);
  CBaseEntity::SetAbsOrigin(param_1,(Vector *)&local_28);
  pcVar1 = (char *)KeyValues::GetString(*(KeyValues **)(this + 4),"angles","");
  local_20[0] = DAT_01053d44;
  local_28 = vec3_angle;
  local_24 = DAT_01053d40;
  sscanf(pcVar1,"%f %f %f",(Vector *)&local_28,&local_24,local_20);
  CBaseEntity::SetAbsAngles(param_1,(QAngle *)&local_28);
  pcVar1 = (char *)KeyValues::GetString(*(KeyValues **)(this + 4),"vel","");
  local_24 = DAT_01053d4c;
  local_28 = vec3_origin;
  local_20[0] = DAT_01053d50;
  sscanf(pcVar1,"%f %f %f",(Vector *)&local_28,&local_24,local_20);
  CBaseEntity::SetAbsVelocity(param_1,(Vector *)&local_28);
  if (param_1 != (CBaseEntity *)0x0) {
    iVar2 = __dynamic_cast(param_1,&CBaseEntity::typeinfo,&CTerrorGun::typeinfo,0);
    if (iVar2 != 0) {
      iVar3 = KeyValues::GetInt(*(KeyValues **)(this + 4),"reloaded",0);
      if ((iVar3 == 0) && (*(char *)(iVar2 + 0x17e2) != '\x01')) {
        if (*(char *)(iVar2 + 0x6c) == '\0') {
          this_00 = *(CBaseEdict **)(iVar2 + 0x30);
          if (this_00 != (CBaseEdict *)0x0) {
            *(uint *)this_00 = *(uint *)this_00 | 0x101;
            iVar3 = CBaseEdict::GetChangeAccessor(this_00);
            *(undefined2 *)(iVar3 + 2) = 0;
          }
          *(undefined1 *)(iVar2 + 0x17e2) = 1;
        }
        else {
          *(byte *)(iVar2 + 0x70) = *(byte *)(iVar2 + 0x70) | 1;
          *(undefined1 *)(iVar2 + 0x17e2) = 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)