L L4D2node

CSprite::ObjectCaps

0x004c4410 · 44 bytes · __thiscall

_ZN7CSprite10ObjectCapsEv

Decompiled

undefined (1 param)

/* CSprite::ObjectCaps() */

uint __thiscall CSprite::ObjectCaps(CSprite *this)

{
  uint uVar1;
  uint uVar2;
  
  uVar1 = *(uint *)(this + 0x148);
  uVar2 = CBaseEntity::ObjectCaps((CBaseEntity *)this);
  return uVar2 & 0xfffffffd | (uVar1 & 0x8000) << 0x10;
}

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)