L L4D2node

CBaseEntity::RunOnPostSpawnScripts

0x0060e480 · 162 bytes · __thiscall

_ZN11CBaseEntity21RunOnPostSpawnScriptsEv

Decompiled

undefined (1 param)

/* CBaseEntity::RunOnPostSpawnScripts() */

void __thiscall CBaseEntity::RunOnPostSpawnScripts(CBaseEntity *this)

{
  int iVar1;
  int iVar2;
  
  if (*(int *)(this + 0x3e0) != 0) {
    iVar1 = (**(code **)(*g_pScriptVM + 0x48))
                      (g_pScriptVM,"DispatchOnPostSpawn",*(undefined4 *)(this + 1000),0);
    if (iVar1 != 0) {
      iVar2 = 0;
      if (*(int *)(this + 1000) != -1) {
        iVar2 = *(int *)(this + 1000);
      }
      (**(code **)(*g_pScriptVM + 0x50))(g_pScriptVM,iVar1,0,0,0,iVar2,1);
      (**(code **)(*g_pScriptVM + 0x4c))(g_pScriptVM,iVar1);
    }
  }
  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)