L L4D2node

Charger::Spawn

0x00a7be20 · 464 bytes · __thiscall

_ZN7Charger5SpawnEv

Decompiled

undefined (1 param)

/* Charger::Spawn() */

void __thiscall Charger::Spawn(Charger *this)

{
  int iVar1;
  undefined4 uVar2;
  int *piVar3;
  int iVar4;
  CBaseEntity *pCVar5;
  undefined4 *puVar6;
  int iVar7;
  void *pvVar8;
  int iVar9;
  
  g_ZombieClass = 6;
  piVar3 = (int *)(**(code **)(*(int *)this + 0x9b4))(this);
  (**(code **)(*piVar3 + 0x10c))(piVar3,2);
  iVar4 = RandomInt(1,100);
  if (iVar4 < 0x32) {
    this[0x4324] = (Charger)0x1;
  }
  pCVar5 = (CBaseEntity *)
           CGlobalEntityList::FindEntityByClassname
                     ((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,"func_block_charge");
  do {
    if (pCVar5 == (CBaseEntity *)0x0) {
      BossZombiePlayerBot::Spawn((BossZombiePlayerBot *)this);
      return;
    }
    puVar6 = (undefined4 *)(**(code **)(*(int *)pCVar5 + 0xc))(pCVar5);
    iVar1 = *(int *)(this + 0x4334);
    uVar2 = *puVar6;
    iVar4 = iVar1 + 1;
    iVar9 = *(int *)(this + 0x432c);
    if (iVar9 < iVar4) {
      iVar7 = *(int *)(this + 0x4330);
      if (iVar7 < 0) goto LAB_00a7bea0;
      if (iVar7 == 0) {
        if (iVar9 == 0) {
          if (iVar4 < 9) {
            iVar7 = 8;
            goto LAB_00a7bf6f;
          }
          iVar9 = 8;
        }
        do {
          iVar7 = iVar9 * 2;
          if (iVar4 <= iVar7) break;
          iVar7 = iVar9 * 4;
          iVar9 = iVar7;
        } while (iVar7 < iVar4);
      }
      else {
        for (iVar7 = (iVar1 / iVar7 + 1) * iVar7; iVar7 < iVar4; iVar7 = (iVar7 + iVar4) / 2) {
        }
      }
LAB_00a7bf6f:
      *(int *)(this + 0x432c) = iVar7;
      if (*(void **)(this + 0x4328) == (void *)0x0) {
        pvVar8 = malloc(iVar7 << 2);
        *(void **)(this + 0x4328) = pvVar8;
      }
      else {
        pvVar8 = realloc(*(void **)(this + 0x4328),iVar7 << 2);
        *(void **)(this + 0x4328) = pvVar8;
        iVar4 = *(int *)(this + 0x4334) + 1;
      }
    }
    else {
LAB_00a7bea0:
      pvVar8 = *(void **)(this + 0x4328);
    }
    *(int *)(this + 0x4334) = iVar4;
    iVar9 = iVar1 * 4;
    iVar4 = (iVar4 - iVar1) + -1;
    *(void **)(this + 0x4338) = pvVar8;
    if (0 < iVar4) {
      _V_memmove((void *)((int)pvVar8 + iVar9 + 4),(void *)((int)pvVar8 + iVar9),iVar4 * 4);
      pvVar8 = *(void **)(this + 0x4328);
    }
    if ((undefined4 *)(iVar9 + (int)pvVar8) != (undefined4 *)0x0) {
      *(undefined4 *)(iVar9 + (int)pvVar8) = uVar2;
    }
    pCVar5 = (CBaseEntity *)
             CGlobalEntityList::FindEntityByClassname
                       ((CGlobalEntityList *)gEntList,pCVar5,"func_block_charge");
  } while( true );
}

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)