L L4D2node

CBaseViewModel::Spawn

0x0041b7c0 · 110 bytes · __thiscall

_ZN14CBaseViewModel5SpawnEv

Decompiled

undefined (1 param)

/* CBaseViewModel::Spawn() */

void __thiscall CBaseViewModel::Spawn(CBaseViewModel *this)

{
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  (**(code **)(*(int *)this + 0x6c))(this);
  local_18 = 0x41000000;
  local_14 = 0x40800000;
  local_10 = 0x40000000;
  local_24 = 0xc1000000;
  local_20 = 0xc0800000;
  local_1c = 0xc0000000;
  CBaseEntity::SetSize((CBaseEntity *)this,(Vector *)&local_24,(Vector *)&local_18);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),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)