L L4D2node

CWorld::CWorld

0x00b63160 · 277 bytes · __thiscall

_ZN6CWorldC1Ev

Decompiled

undefined (1 param)

/* CWorld::CWorld() */

void __thiscall CWorld::CWorld(CWorld *this)

{
  CBaseEdict *pCVar1;
  edict_t *peVar2;
  int iVar3;
  
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined ***)this = &PTR__CWorld_00d52708;
  *(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 0x410;
  peVar2 = *(edict_t **)(gpGlobals + 0x58);
  if ((peVar2 != (edict_t *)0x0) && (((byte)*peVar2 & 2) != 0)) {
    peVar2 = (edict_t *)0x0;
  }
                    /* try { // try from 00b631ac to 00b6325a has its CatchHandler @ 00b63290 */
  CServerNetworkProperty::AttachEdict((CServerNetworkProperty *)(this + 0x24),peVar2);
  ActivityList_Init();
  EventList_Init();
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),1);
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  if (this[0x475] != (CWorld)0x0) {
    if (this[0x6c] == (CWorld)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CWorld)((byte)this[0x70] | 1);
    }
    this[0x475] = (CWorld)0x0;
  }
  if (*(int *)(this + 0x478) == 0) {
    return;
  }
  if (this[0x6c] == (CWorld)0x0) {
    pCVar1 = *(CBaseEdict **)(this + 0x30);
    if (pCVar1 != (CBaseEdict *)0x0) {
      *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
      iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
      *(undefined2 *)(iVar3 + 2) = 0;
    }
    *(undefined4 *)(this + 0x478) = 0;
  }
  else {
    this[0x70] = (CWorld)((byte)this[0x70] | 1);
    *(undefined4 *)(this + 0x478) = 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)