L L4D2node

CBaseCombatCharacter::Spawn

0x005f87c0 · 225 bytes · __thiscall

_ZN20CBaseCombatCharacter5SpawnEv

Decompiled

undefined (1 param)

/* CBaseCombatCharacter::Spawn() */

void __thiscall CBaseCombatCharacter::Spawn(CBaseCombatCharacter *this)

{
  int iVar1;
  longdouble lVar2;
  
  CBaseAnimating::Spawn((CBaseAnimating *)this);
  CBaseEntity::SetBlocksLOS((CBaseEntity *)this,false);
  *(undefined4 *)(this + 0x1868) = 0;
  *(undefined4 *)(this + 0x1870) = 0xffffffff;
  lVar2 = (longdouble)IntervalTimer::Now();
  if ((float)lVar2 != *(float *)(this + 0x19dc)) {
    (**(code **)(*(int *)(this + 0x19d8) + 4))(this + 0x19d8,this + 0x19dc);
    *(float *)(this + 0x19dc) = (float)lVar2;
  }
  *(undefined4 *)(this + 0x19e0) = 0;
  *(undefined4 *)(this + 0x19e4) = 0xffffffff;
  *(undefined4 *)(this + 0x19f0) = 0xffffffff;
  *(undefined4 *)(this + 0x19fc) = 0xffffffff;
  *(undefined4 *)(this + 0x1a08) = 0xffffffff;
  (**(code **)(*(int *)this + 0x534))(this);
  iVar1 = m_nextSpawnID + 1;
  m_nextSpawnID = iVar1;
  *(int *)(this + 0x1a38) = iVar1;
  if (0x3ff < iVar1) {
    m_nextSpawnID = 1;
  }
  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)