L L4D2node

CTriggerPlayerMovement::Spawn

0x00b1f250 · 277 bytes · __thiscall

_ZN22CTriggerPlayerMovement5SpawnEv

Decompiled

undefined (1 param)

/* CTriggerPlayerMovement::Spawn() */

void __thiscall CTriggerPlayerMovement::Spawn(CTriggerPlayerMovement *this)

{
  CBaseEdict *pCVar1;
  int iVar2;
  uint uVar3;
  uint uVar4;
  
  if (((byte)this[0x148] & 0x10) != 0) {
    DevMsg(
          "*** trigger_playermovement using obsolete spawnflag. Remove and reset with new value for \"Disable auto player movement\"\n"
          );
    uVar3 = *(uint *)(this + 0x148);
    uVar4 = uVar3 & 0xffffffef;
    if (uVar3 != uVar4) {
      if (this[0x6c] == (CTriggerPlayerMovement)0x0) {
        pCVar1 = *(CBaseEdict **)(this + 0x30);
        if (pCVar1 != (CBaseEdict *)0x0) {
          *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
          *(undefined2 *)(iVar2 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CTriggerPlayerMovement)((byte)this[0x70] | 1);
      }
      *(uint *)(this + 0x148) = uVar4;
      uVar3 = uVar4;
    }
    if ((uVar3 | 0x80) != uVar3) {
      if (this[0x6c] == (CTriggerPlayerMovement)0x0) {
        pCVar1 = *(CBaseEdict **)(this + 0x30);
        if (pCVar1 != (CBaseEdict *)0x0) {
          *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
          *(undefined2 *)(iVar2 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CTriggerPlayerMovement)((byte)this[0x70] | 1);
      }
      *(uint *)(this + 0x148) = uVar3 | 0x80;
    }
  }
  CBaseTrigger::Spawn((CBaseTrigger *)this);
  CBaseTrigger::InitTrigger((CBaseTrigger *)this);
  if (((*(uint *)(this + 0x148) & 0x800) != 0) || ((*(uint *)(this + 0x148) & 0x3000) != 0)) {
    if (this[0x568] != (CTriggerPlayerMovement)0x1) {
      if (this[0x6c] == (CTriggerPlayerMovement)0x0) {
        pCVar1 = *(CBaseEdict **)(this + 0x30);
        if (pCVar1 != (CBaseEdict *)0x0) {
          *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
          *(undefined2 *)(iVar2 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CTriggerPlayerMovement)((byte)this[0x70] | 1);
      }
      this[0x568] = (CTriggerPlayerMovement)0x1;
    }
    CBaseEntity::SetTransmitState((CBaseEntity *)this,0x20);
  }
  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)