L L4D2node

CFuelBarrelProp::Spawn

0x009055a0 · 154 bytes · __thiscall

_ZN15CFuelBarrelProp5SpawnEv

Decompiled

undefined (1 param)

/* CFuelBarrelProp::Spawn() */

void __thiscall CFuelBarrelProp::Spawn(CFuelBarrelProp *this)

{
  int iVar1;
  
  CPhysicsProp::Spawn((CPhysicsProp *)this);
  iVar1 = *(int *)(fuel_barrel_health._28_4_ + 0x30);
  if (iVar1 != *(int *)(this + 0x100)) {
    (**(code **)(*(int *)this + 0x214))(this,this + 0x100);
    *(int *)(this + 0x100) = iVar1;
  }
  if (this[0x105] != (CFuelBarrelProp)0x2) {
    (**(code **)(*(int *)this + 0x224))(this,this + 0x105);
    this[0x105] = (CFuelBarrelProp)0x2;
  }
  iVar1 = RandomInt(1,4);
  *(float *)(this + 0x16a8) = (float)iVar1;
  CBaseEntity::RemoveFlag((CBaseEntity *)this,0x10000);
  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)