L L4D2node

CWeaponSpawn::ModifyWeaponSpawns

0x008d7770 · 599 bytes · __thiscall

_ZN12CWeaponSpawn18ModifyWeaponSpawnsEv

Decompiled

undefined (1 param)

/* CWeaponSpawn::ModifyWeaponSpawns() */

undefined1 __thiscall CWeaponSpawn::ModifyWeaponSpawns(CWeaponSpawn *this)

{
  CBaseEdict *this_00;
  char cVar1;
  int iVar2;
  undefined4 uVar3;
  char *pcVar4;
  CBaseEntity *this_01;
  int iVar5;
  undefined1 uVar6;
  uint uVar7;
  char *pcVar8;
  int in_GS_OFFSET;
  char local_60 [64];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if ((this[0x1464] == (CWeaponSpawn)0x0) &&
     (iVar2 = (**(code **)(*(int *)this + 0x3cc))(this), iVar2 != 0)) {
    uVar6 = 0;
    if (((byte)this[0x148] & 8) == 0) {
      uVar3 = (**(code **)(*(int *)this + 0x3cc))(this);
      cVar1 = CTerrorGameRules::IsScavengeMode();
      if ((cVar1 == '\0') || (iVar2 = (**(code **)(*(int *)this + 0x3d0))(this), iVar2 == 0)) {
        pcVar8 = local_60;
        cVar1 = CDirectorChallengeMode::ConvertWeaponSpawn
                          (*(CDirectorChallengeMode **)(TheDirector + 0x648),uVar3,pcVar8,0x40);
        if (cVar1 == '\0') goto LAB_008d7796;
      }
      else {
        pcVar4 = (char *)(**(code **)(*(int *)this + 0x3d4))(this);
        pcVar8 = local_60;
        cVar1 = CDirectorChallengeMode::ConvertWeaponSpawn
                          (*(CDirectorChallengeMode **)(TheDirector + 0x648),iVar2,pcVar8,0x40);
        if ((cVar1 == '\0') && (pcVar8 = pcVar4, pcVar4 == (char *)0x0)) goto LAB_008d7796;
      }
      this_01 = (CBaseEntity *)CreateEntityByName(pcVar8,-1,true);
      if (this_01 != (CBaseEntity *)0x0) {
        if (((byte)this[0x14d] & 8) != 0) {
          CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
        }
        CBaseEntity::SetAbsOrigin(this_01,(Vector *)(this + 0x2e0));
        if (((byte)this[0x14d] & 8) != 0) {
          CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
        }
        CBaseEntity::SetAbsAngles(this_01,(QAngle *)(this + 0x37c));
        *(undefined4 *)(this_01 + 0x154) = *(undefined4 *)(this + 0x154);
        uVar7 = *(uint *)(this + 0x148) | *(uint *)(this_01 + 0x148);
        if (*(uint *)(this_01 + 0x148) != uVar7) {
          if (this_01[0x6c] == (CBaseEntity)0x0) {
            this_00 = *(CBaseEdict **)(this_01 + 0x30);
            if (this_00 != (CBaseEdict *)0x0) {
              *(uint *)this_00 = *(uint *)this_00 | 0x101;
              iVar2 = CBaseEdict::GetChangeAccessor(this_00);
              *(undefined2 *)(iVar2 + 2) = 0;
            }
          }
          else {
            this_01[0x70] = (CBaseEntity)((byte)this_01[0x70] | 1);
          }
          *(uint *)(this_01 + 0x148) = uVar7;
        }
        CBaseEntity::AddEffects(this_01,*(int *)(this + 0xd4));
        iVar2 = __dynamic_cast(this_01,&CBaseEntity::typeinfo,&typeinfo,0);
        if (iVar2 != 0) {
          iVar5 = *(int *)(this + 0x144c);
          *(undefined1 *)(iVar2 + 0x1464) = 1;
          if (iVar5 == 0) {
            iVar5 = 1;
          }
          *(int *)(iVar2 + 0x144c) = iVar5;
        }
        uVar6 = 1;
        (**(code **)(*(int *)this_01 + 0x6c))(this_01);
        DispatchSpawn(this_01,true);
        UTIL_Remove((CBaseEntity *)this);
      }
    }
  }
  else {
    uVar6 = 0;
  }
LAB_008d7796:
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return uVar6;
}

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)