L L4D2node

CSurvivorRescue::Spawn

0x0096c300 · 386 bytes · __thiscall

_ZN15CSurvivorRescue5SpawnEv

Decompiled

undefined (1 param)

/* CSurvivorRescue::Spawn() */

void __thiscall CSurvivorRescue::Spawn(CSurvivorRescue *this)

{
  CBaseEdict *pCVar1;
  char cVar2;
  int iVar3;
  undefined *puVar4;
  uint uVar5;
  undefined1 local_14 [8];
  
  uVar5 = *(uint *)(this + 0x148) | 1;
  if (*(uint *)(this + 0x148) != uVar5) {
    if (this[0x6c] == (CSurvivorRescue)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CSurvivorRescue)((byte)this[0x70] | 1);
    }
    *(uint *)(this + 0x148) = uVar5;
  }
  CFlexExpresser::Spawn((CFlexExpresser *)this);
  uVar5 = *(uint *)(this + 0x1920);
  if ((((uVar5 != 0xffffffff) &&
       (puVar4 = g_pEntityList + (uVar5 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
      (*(uint *)(puVar4 + 8) == uVar5 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
    if (this[0x6c] == (CSurvivorRescue)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CSurvivorRescue)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x1920) = 0xffffffff;
  }
  *(undefined4 *)(this + 0x1934) = 0;
  if (this[0x121] != (CSurvivorRescue)0xa) {
    if (this[0x6c] == (CSurvivorRescue)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CSurvivorRescue)((byte)this[0x70] | 1);
    }
    this[0x121] = (CSurvivorRescue)0xa;
  }
  *(undefined4 *)(this + 0x1930) = 0;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)AreaScanThink);
  cVar2 = CDirector::AllowSurvivorRescue(TheDirector);
  if (cVar2 != '\0') {
    return;
  }
  UTIL_Remove((CBaseEntity *)this);
  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)