L L4D2node

CGibShooter::Spawn

0x0066bf90 · 164 bytes · __thiscall

_ZN11CGibShooter5SpawnEv

Decompiled

undefined (1 param)

/* CGibShooter::Spawn() */

void __thiscall CGibShooter::Spawn(CGibShooter *this)

{
  int iVar1;
  code *pcVar2;
  int *piVar3;
  undefined4 uVar4;
  
  (**(code **)(*(int *)this + 0x6c))(this);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
  if (*(float *)(this + 0x474) <= 0.0 && *(float *)(this + 0x474) != 0.0) {
    *(undefined4 *)(this + 0x474) = 0;
  }
  if (*(float *)(this + 0x468) == 0.0) {
    *(undefined4 *)(this + 0x468) = 0x41c80000;
  }
  piVar3 = modelinfo;
  *(undefined4 *)(this + 0x444) = *(undefined4 *)(this + 0x440);
  iVar1 = *piVar3;
  pcVar2 = *(code **)(iVar1 + 0x28);
  uVar4 = (**(code **)(iVar1 + 8))(piVar3,*(undefined4 *)(this + 0x44c));
  uVar4 = (*pcVar2)(modelinfo,uVar4);
  *(undefined4 *)(this + 0x470) = uVar4;
  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)