L L4D2node

CSmokeCloudSystem::LevelInitPreEntity

0x00908920 · 174 bytes · __thiscall

_ZN17CSmokeCloudSystem18LevelInitPreEntityEv

Decompiled

undefined (1 param)

/* CSmokeCloudSystem::LevelInitPreEntity() */

void __thiscall CSmokeCloudSystem::LevelInitPreEntity(CSmokeCloudSystem *this)

{
  int *piVar1;
  longdouble lVar2;
  
  piVar1 = gameeventmanager;
  this[0x14] = (CSmokeCloudSystem)0x1;
  (**(code **)(*piVar1 + 0x10))(piVar1,this + 0xc,"player_death",1);
  lVar2 = (longdouble)CountdownTimer::Now();
  if ((float)lVar2 + 1.0 != *(float *)(this + 0x20)) {
    (**(code **)(*(int *)(this + 0x18) + 4))(this + 0x18,this + 0x20);
    *(float *)(this + 0x20) = (float)lVar2 + 1.0;
  }
  if (*(float *)(this + 0x1c) != 1.0) {
    (**(code **)(*(int *)(this + 0x18) + 4))(this + 0x18,this + 0x1c);
    *(undefined4 *)(this + 0x1c) = 0x3f800000;
  }
  *(undefined4 *)(this + 0x30) = 0;
  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)