L L4D2node

CItemSoda::Spawn

0x0066c300 · 238 bytes · __thiscall

_ZN9CItemSoda5SpawnEv

Decompiled

undefined (1 param)

/* CItemSoda::Spawn() */

void __thiscall CItemSoda::Spawn(CItemSoda *this)

{
  undefined1 local_34 [16];
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  (**(code **)(*(int *)this + 0x6c))(this);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  CBaseEntity::SetMoveType((CBaseEntity *)this,5,0);
  (**(code **)(*(int *)this + 0x70))(this,"models/can.mdl");
  local_18 = 0;
  local_14 = 0;
  local_10 = 0;
  local_24 = 0;
  local_20 = 0;
  local_1c = 0;
  UTIL_SetSize((CBaseEntity *)this,(Vector *)&local_24,(Vector *)&local_18);
  CBaseEntity::ThinkSet((_func_void *)local_34,(float)this,(char *)CanThink);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.5,(char *)0x0);
  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)