L L4D2node

CMessage::Spawn

0x00686440 · 210 bytes · __thiscall

_ZN8CMessage5SpawnEv

Decompiled

undefined (1 param)

/* CMessage::Spawn() */

void __thiscall CMessage::Spawn(CMessage *this)

{
  int iVar1;
  
  (**(code **)(*(int *)this + 0x6c))(this);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  iVar1 = *(int *)(this + 0x448);
  if (iVar1 == 2) {
    *(undefined4 *)(this + 0x44c) = 0x3f4ccccd;
  }
  else if (iVar1 == 3) {
    *(undefined4 *)(this + 0x44c) = 0;
  }
  else if (iVar1 == 1) {
    *(undefined4 *)(this + 0x44c) = 0x3fa00000;
  }
  else {
    *(undefined4 *)(this + 0x44c) = 0x42700000;
  }
  *(undefined4 *)(this + 0x448) = 0;
  if (0.0 < *(float *)(this + 0x444) * 0.1) {
    *(float *)(this + 0x444) = *(float *)(this + 0x444) * 0.1;
    return;
  }
  *(undefined4 *)(this + 0x444) = 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)