L L4D2node

CEnvBeverage::Spawn

0x0066c130 · 110 bytes · __thiscall

_ZN12CEnvBeverage5SpawnEv

Decompiled

undefined (1 param)

/* CEnvBeverage::Spawn() */

void __thiscall CEnvBeverage::Spawn(CEnvBeverage *this)

{
  (**(code **)(*(int *)this + 0x6c))(this);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
  this[0x440] = (CEnvBeverage)0x0;
  if (*(int *)(this + 0x100) == 0) {
    (**(code **)(*(int *)this + 0x214))(this,this + 0x100);
    *(undefined4 *)(this + 0x100) = 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)