L L4D2node

CPropVehicle::Spawn

0x00b33ba0 · 242 bytes · __thiscall

_ZN12CPropVehicle5SpawnEv

Decompiled

undefined (1 param)

/* CPropVehicle::Spawn() */

void __thiscall CPropVehicle::Spawn(CPropVehicle *this)

{
  undefined4 uVar1;
  char cVar2;
  int iVar3;
  undefined4 uVar4;
  undefined4 *puVar5;
  char *pcVar6;
  
  iVar3 = (**(code **)(*(int *)this + 0x18c))(this);
  if (iVar3 == 0) {
    uVar4 = 0;
  }
  else {
    uVar4 = __dynamic_cast(iVar3,&IServerVehicle::typeinfo,&CFourWheelServerVehicle::typeinfo,0);
  }
  puVar5 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
  uVar1 = *puVar5;
  *(undefined4 *)(this + 0x1400) = uVar4;
  *(undefined4 *)(this + 0x13fc) = uVar1;
  CBaseProp::Spawn((CBaseProp *)this);
  CBaseEntity::SetCollisionGroup((CBaseEntity *)this,7);
  CFourWheelVehiclePhysics::Spawn((CFourWheelVehiclePhysics *)(this + 0x13f8));
  pcVar6 = "";
  if (*(char **)(this + 0x1534) != (char *)0x0) {
    pcVar6 = *(char **)(this + 0x1534);
  }
  cVar2 = CFourWheelVehiclePhysics::Initialize
                    ((CFourWheelVehiclePhysics *)(this + 0x13f8),pcVar6,*(uint *)(this + 0x1530));
  if (cVar2 != '\0') {
    CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
    *(undefined4 *)(this + 0x1538) = 0;
    *(undefined4 *)(this + 0x153c) = 0;
    *(undefined4 *)(this + 0x1540) = 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)