L L4D2node

CGasCan::Spawn

0x00537980 · 136 bytes · __thiscall

_ZN7CGasCan5SpawnEv

Decompiled

undefined (1 param)

/* CGasCan::Spawn() */

void __thiscall CGasCan::Spawn(CGasCan *this)

{
  int iVar1;
  
  CBaseBackpackItem::Spawn((CBaseBackpackItem *)this);
  if (this[0x105] != (CGasCan)0x2) {
    (**(code **)(*(int *)this + 0x224))(this,this + 0x105);
    this[0x105] = (CGasCan)0x2;
  }
  if (*(int *)(this + 0x100) != 0x14) {
    (**(code **)(*(int *)this + 0x214))(this,this + 0x100);
    *(undefined4 *)(this + 0x100) = 0x14;
  }
  iVar1 = gpGlobals;
  this[0x1824] = (CGasCan)0x0;
  *(undefined4 *)(this + 0x1828) = 0;
  *(undefined4 *)(this + 0x181c) = *(undefined4 *)(iVar1 + 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)