L L4D2node

CGenericFlexCycler::Spawn

0x00629d60 · 142 bytes · __thiscall

_ZN18CGenericFlexCycler5SpawnEv

Decompiled

undefined (1 param)

/* CGenericFlexCycler::Spawn() */

void __thiscall CGenericFlexCycler::Spawn(CGenericFlexCycler *this)

{
  undefined1 *puVar1;
  undefined1 *local_30 [3];
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  local_18 = 0x41800000;
  local_14 = 0x41800000;
  local_10 = 0x42900000;
  local_24 = 0xc1800000;
  local_20 = 0xc1800000;
  local_1c = 0;
  (**(code **)(*(int *)this + 0x20))(local_30,this);
  puVar1 = &DAT_00d539c2;
  if (local_30[0] != (undefined1 *)0x0) {
    puVar1 = local_30[0];
  }
  CFlexCycler::GenericCyclerSpawn(this,puVar1,local_24,local_20,local_1c,local_18,local_14,local_10)
  ;
  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)