L L4D2node

CFuelBarrelPiece::Create

0x00904580 · 392 bytes · __cdecl

_ZN16CFuelBarrelPiece6CreateERK6VectorRK6QAngle8string_tS6_

Decompiled

undefined (4 params)

/* CFuelBarrelPiece::Create(Vector const&, QAngle const&, string_t, string_t) */

CBaseEntity *
CFuelBarrelPiece::Create(Vector *param_1,QAngle *param_2,undefined1 *param_3,int param_4)

{
  CBaseEdict *this;
  CBaseEntity *this_00;
  undefined1 *puVar1;
  int iVar2;
  int iVar3;
  CBaseEntity *this_01;
  undefined4 *puVar4;
  
  this_00 = (CBaseEntity *)
            CBaseEntity::CreateNoSpawn("prop_fuel_barrel_piece",param_1,param_2,(CBaseEntity *)0x0);
  if (this_00 == (CBaseEntity *)0x0) {
    this_00 = (CBaseEntity *)0x0;
  }
  else {
    *(undefined1 **)(this_00 + 0x260) = param_3;
    CBaseEntity::DispatchUpdateTransmitState(this_00);
    puVar1 = &DAT_00d539c2;
    if (param_3 != (undefined1 *)0x0) {
      puVar1 = param_3;
    }
    iVar2 = (**(code **)(*soundemitterbase + 0x88))(soundemitterbase,puVar1);
    if (iVar2 != *(int *)(this_00 + 0xf4)) {
      if (this_00[0x6c] == (CBaseEntity)0x0) {
        this = *(CBaseEdict **)(this_00 + 0x30);
        if (this != (CBaseEdict *)0x0) {
          *(uint *)this = *(uint *)this | 0x101;
          iVar3 = CBaseEdict::GetChangeAccessor(this);
          *(undefined2 *)(iVar3 + 2) = 0;
        }
      }
      else {
        this_00[0x70] = (CBaseEntity)((byte)this_00[0x70] | 1);
      }
      *(int *)(this_00 + 0xf4) = iVar2;
    }
    DispatchSpawn(this_00,true);
    if (param_4 != 0) {
      this_01 = (CBaseEntity *)CreateEntityByName("info_particle_system",-1,true);
      if (this_01 != (CBaseEntity *)0x0) {
        (**(code **)(*(int *)this_01 + 0x84))(this_01,"start_active",&DAT_00cbe2d5);
        (**(code **)(*(int *)this_01 + 0x84))(this_01,"effect_name",param_4);
        (**(code **)(*(int *)this_01 + 0x98))(this_01,this_00,0xffffffff);
        CBaseEntity::SetLocalOrigin(this_01,(Vector *)&vec3_origin);
        CBaseEntity::SetLocalAngles(this_01,(QAngle *)&vec3_angle);
        DispatchSpawn(this_01,true);
        (**(code **)(*(int *)this_01 + 0x94))(this_01);
        puVar4 = (undefined4 *)(**(code **)(*(int *)this_01 + 0xc))(this_01);
        *(undefined4 *)(this_00 + 0x1688) = *puVar4;
      }
    }
  }
  return this_00;
}

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)