L L4D2node

CSurvivorDeathModel::Create

0x009b24e0 · 698 bytes · __cdecl

_ZN19CSurvivorDeathModel6CreateEP13CTerrorPlayer

Decompiled

undefined (1 param)

/* CSurvivorDeathModel::Create(CTerrorPlayer*) */

CBaseEntity * CSurvivorDeathModel::Create(CTerrorPlayer *param_1)

{
  CBaseEdict *pCVar1;
  code *pcVar2;
  char cVar3;
  CBaseEntity *this;
  int iVar4;
  undefined4 uVar5;
  int iVar6;
  CBaseEntity *this_00;
  
  if (param_1 != (CTerrorPlayer *)0x0) {
    if (((byte)param_1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
      if (((byte)param_1[0x14d] & 8) != 0) {
        CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
      }
    }
    this = (CBaseEntity *)
           CBaseEntity::Create("survivor_death_model",(Vector *)(param_1 + 0x2e0),
                               (QAngle *)(param_1 + 0x37c),(CBaseEntity *)0x0);
    if (this != (CBaseEntity *)0x0) {
      iVar6 = *(int *)(param_1 + 0x2ba0);
      if (iVar6 != *(int *)(this + 0x17d8)) {
        if (this[0x6c] == (CBaseEntity)0x0) {
          pCVar1 = *(CBaseEdict **)(this + 0x30);
          if (pCVar1 != (CBaseEdict *)0x0) {
            *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
            iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
            *(undefined2 *)(iVar4 + 2) = 0;
          }
          *(int *)(this + 0x17d8) = iVar6;
        }
        else {
          this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
          *(int *)(this + 0x17d8) = iVar6;
        }
      }
      pcVar2 = *(code **)(*(int *)this + 0x24);
      uVar5 = (**(code **)(*(int *)param_1 + 0x1c))(param_1);
      (*pcVar2)(this,uVar5);
      pcVar2 = *(code **)(*(int *)this + 0x340);
      cVar3 = (**(code **)(*(int *)param_1 + 0x7e8))(param_1);
      iVar6 = (*pcVar2)(this,~-(uint)(cVar3 == '\0') + 0x199);
      CBaseAnimating::SetSequence((CBaseAnimating *)this,iVar6);
      if (*(float *)(this + 0x468) != 1.0) {
        if (this[0x6c] == (CBaseEntity)0x0) {
          pCVar1 = *(CBaseEdict **)(this + 0x30);
          if (pCVar1 != (CBaseEdict *)0x0) {
            *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
            iVar6 = CBaseEdict::GetChangeAccessor(pCVar1);
            *(undefined2 *)(iVar6 + 2) = 0;
          }
        }
        else {
          this[0x70] = (CBaseEntity)((byte)this[0x70] | 1);
        }
        *(undefined4 *)(this + 0x468) = 0x3f800000;
      }
      CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2);
      CBaseEntity::SetMoveType(this,3,0);
      CBaseEntity::SetFriction(this,1.0);
      iVar6 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
      iVar4 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
      CBaseEntity::SetCollisionBounds(this,(Vector *)(iVar4 + 0x24),(Vector *)(iVar6 + 0x30));
      if (this[0x105] != (CBaseEntity)0x0) {
        (**(code **)(*(int *)this + 0x224))(this,this + 0x105);
        this[0x105] = (CBaseEntity)0x0;
      }
      CBaseEntity::SetCollisionGroup(this,1);
      this_00 = (CBaseEntity *)CTerrorPlayer::GetPlayerByCharacter(*(undefined4 *)(this + 0x17d8));
      if (this_00 != (CBaseEntity *)0x0) {
        if (((byte)this_00[0x14d] & 8) != 0) {
          CBaseEntity::CalcAbsolutePosition(this_00);
        }
        CBaseEntity::SetAbsOrigin(this,(Vector *)(this_00 + 0x2e0));
      }
      CBaseEntity::SetAbsVelocity(this,(Vector *)&vec3_origin);
      CCollisionProperty::SetSolidFlags
                ((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
      (**(code **)(*(int *)this + 0x194))(this,2);
      CBaseAnimating::UseClientSideAnimation((CBaseAnimating *)this);
      VisibilityMonitor_AddEntity
                (this,400.0,VisibilityMonitorCallback,
                 (_func_bool_CBaseEntity_ptr_CBasePlayer_ptr *)0x0);
      return this;
    }
  }
  return (CBaseEntity *)0x0;
}

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)