L L4D2node

CScriptBaseButton::Spawn

0x0063b4c0 · 185 bytes · __thiscall

_ZN17CScriptBaseButton5SpawnEv

Decompiled

undefined (1 param)

/* CScriptBaseButton::Spawn() */

void __thiscall CScriptBaseButton::Spawn(CScriptBaseButton *this)

{
  CCollisionProperty *this_00;
  uint local_18;
  uint local_14;
  uint local_10;
  
  this_00 = (CCollisionProperty *)(this + 0x194);
  CBaseButton::Spawn((CBaseButton *)this);
  CCollisionProperty::SetSolid(this_00,3);
  local_10 = *(uint *)(this + 0x598) ^ 0x80000000;
  local_14 = *(uint *)(this + 0x594) ^ 0x80000000;
  local_18 = *(uint *)(this + 0x590) ^ 0x80000000;
  CCollisionProperty::SetCollisionBounds(this_00,(Vector *)&local_18,(Vector *)(this + 0x590));
  CBaseEntity::VPhysicsInitShadow((CBaseEntity *)this,false,false,(solid_t *)0x0);
  CCollisionProperty::SetSolidFlags(this_00,0x804);
  CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
  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)