L L4D2node

CEnvTilt::Spawn

0x006897c0 · 126 bytes · __thiscall

_ZN8CEnvTilt5SpawnEv

Decompiled

undefined (1 param)

/* CEnvTilt::Spawn() */

void __thiscall CEnvTilt::Spawn(CEnvTilt *this)

{
  uint uVar1;
  undefined4 uVar2;
  
  (**(code **)(*(int *)this + 0x6c))(this);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  uVar1 = *(uint *)(this + 0x148);
  if ((uVar1 & 1) != 0) {
    *(undefined4 *)(this + 0x444) = 0;
  }
  if (((uVar1 & 0x20) != 0) && ((uVar1 & 0x18) == 0)) {
    uVar2 = CBaseEntity::GetDebugName((CBaseEntity *)this);
    DevWarning("env_shake %s with \"Don\'t shake view\" spawnflag set without \"Shake physics\" or \"Shake ropes\" spawnflags set."
               ,uVar2);
  }
  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)