L L4D2node

CEnvTracer::Spawn

0x0066bc70 · 84 bytes · __thiscall

_ZN10CEnvTracer5SpawnEv

Decompiled

undefined (1 param)

/* CEnvTracer::Spawn() */

void __thiscall CEnvTracer::Spawn(CEnvTracer *this)

{
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  if (*(float *)(this + 0x44c) == 0.0) {
    *(undefined4 *)(this + 0x44c) = 0x3f800000;
  }
  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)