L L4D2node

CWorld::Spawn

0x00b60c60 · 343 bytes · __thiscall

_ZN6CWorld5SpawnEv

Decompiled

undefined (1 param)

/* CWorld::Spawn() */

void __thiscall CWorld::Spawn(CWorld *this)

{
  code *pcVar1;
  CBaseEdict *this_00;
  undefined4 uVar2;
  int iVar3;
  int iVar4;
  undefined1 *puVar5;
  undefined1 *local_10;
  
  CBaseEntity::SetLocalOrigin((CBaseEntity *)this,(Vector *)&vec3_origin);
  CBaseEntity::SetLocalAngles((CBaseEntity *)this,(QAngle *)&vec3_angle);
  (**(code **)(*(int *)this + 0x24))(this,1);
  pcVar1 = *(code **)(*modelinfo + 0x10);
  uVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
  (*pcVar1)(modelinfo,uVar2);
  AllocPooledString((char *)&local_10);
  *(undefined1 **)(this + 0x260) = local_10;
  CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
  puVar5 = &DAT_00d539c2;
  if (local_10 != (undefined1 *)0x0) {
    puVar5 = local_10;
  }
  iVar3 = (**(code **)(*soundemitterbase + 0x88))(soundemitterbase,puVar5);
  if (iVar3 != *(int *)(this + 0xf4)) {
    if (this[0x6c] == (CWorld)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar4 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar4 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CWorld)((byte)this[0x70] | 1);
    }
    *(int *)(this + 0xf4) = iVar3;
  }
  CBaseEntity::AddFlag((CBaseEntity *)this,0x1000000);
  CEventQueue::Init((CEventQueue *)g_EventQueue);
  (**(code **)(*(int *)this + 0x6c))(this);
  puVar5 = *(undefined1 **)(gpGlobals + 0x3c);
  if (puVar5 == (undefined1 *)0x0) {
    puVar5 = &DAT_00d539c2;
  }
  GlobalEntity_Add("is_console",puVar5,0);
  puVar5 = &DAT_00d539c2;
  if (*(undefined1 **)(gpGlobals + 0x3c) != (undefined1 *)0x0) {
    puVar5 = *(undefined1 **)(gpGlobals + 0x3c);
  }
  GlobalEntity_Add("is_pc",puVar5,1);
  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)