L L4D2node

CSprite::Expand

0x004c3240 · 175 bytes · __thiscall

_ZN7CSprite6ExpandEff

Decompiled

undefined (3 params)

/* CSprite::Expand(float, float) */

void __thiscall CSprite::Expand(CSprite *this,float param_1,float param_2)

{
  undefined1 local_14 [8];
  
  *(float *)(this + 0x11c) = param_1;
  if ((int)param_2 != *(int *)(this + 0x100)) {
    (**(code **)(*(int *)this + 0x214))(this,this + 0x100);
    *(int *)(this + 0x100) = (int)param_2;
  }
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)ExpandThink);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
  *(undefined4 *)(this + 0x470) = *(undefined4 *)(gpGlobals + 0xc);
  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)