L L4D2node

CSpriteOriented::Spawn

0x004c3fe0 · 128 bytes · __thiscall

_ZN15CSpriteOriented5SpawnEv

Decompiled

undefined (1 param)

/* CSpriteOriented::Spawn() */

void __thiscall CSpriteOriented::Spawn(CSpriteOriented *this)

{
  undefined4 local_18;
  float local_14;
  undefined4 local_10;
  
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  local_18 = *(undefined4 *)(this + 0x37c);
  local_14 = *(float *)(this + 0x380);
  local_10 = *(undefined4 *)(this + 900);
  CSprite::Spawn((CSprite *)this);
  local_14 = (float)((int)((local_14 + 180.0) * 182.04445) & 0xffff) * 0.005493164;
  CBaseEntity::SetAbsAngles((CBaseEntity *)this,(QAngle *)&local_18);
  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)