L L4D2node

HostState_SetSpawnPoint

0x00182ec0 · 94 bytes · __cdecl

_Z23HostState_SetSpawnPointR6VectorR6QAngle

Decompiled

undefined (2 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* HostState_SetSpawnPoint(Vector&, QAngle&) */

void HostState_SetSpawnPoint(Vector *param_1,QAngle *param_2)

{
  _DAT_003a35b4 = *(undefined4 *)param_2;
  _DAT_003a35b8 = *(undefined4 *)(param_2 + 4);
  _DAT_003a35bc = *(undefined4 *)(param_2 + 8);
  _DAT_003a35a8 = *(undefined4 *)param_1;
  _DAT_003a35ac = *(undefined4 *)(param_1 + 4);
  DAT_003a38c5 = 1;
  _DAT_003a35b0 = *(undefined4 *)(param_1 + 8);
  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)