L L4D2node

CBlood::Spawn

0x0066c1a0 · 140 bytes · __thiscall

_ZN6CBlood5SpawnEv

Decompiled

undefined (1 param)

/* CBlood::Spawn() */

void __thiscall CBlood::Spawn(CBlood *this)

{
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  (**(code **)(*(int *)this + 0x6c))(this);
  local_10 = *(undefined4 *)(this + 0x448);
  local_14 = *(undefined4 *)(this + 0x444);
  local_18 = *(undefined4 *)(this + 0x440);
  AngleVectors((QAngle *)&local_18,(Vector *)(this + 0x440));
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  *(undefined4 *)(this + 0x450) = 0;
  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)