L L4D2node

CGnome::Spawn

0x005398c0 · 98 bytes · __thiscall

_ZN6CGnome5SpawnEv

Decompiled

undefined (1 param)

/* CGnome::Spawn() */

void __thiscall CGnome::Spawn(CGnome *this)

{
  char cVar1;
  
  CBaseBackpackItem::Spawn((CBaseBackpackItem *)this);
  cVar1 = CDirectorChallengeMode::VIPTarget(*(CDirectorChallengeMode **)(TheDirector + 0x648));
  if (cVar1 == '\0') {
    cVar1 = CDirectorChallengeMode::HealingGnome(*(CDirectorChallengeMode **)(TheDirector + 0x648));
    if (cVar1 == '\0') {
      return;
    }
  }
  CGlowProperty::SetGlowState((CGlowProperty *)(this + 0x1f0),3);
  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)