L L4D2node

CEnvInstructorHint::Spawn

0x00692220 · 96 bytes · __thiscall

_ZN18CEnvInstructorHint5SpawnEv

Decompiled

undefined (1 param)

/* CEnvInstructorHint::Spawn() */

void __thiscall CEnvInstructorHint::Spawn(CEnvInstructorHint *this)

{
  uint uVar1;
  
  CPointEntity::Spawn((CPointEntity *)this);
  if (this[0x481] != (CEnvInstructorHint)0x0) {
    uVar1 = -(uint)(0.0 < *(float *)(this + 0x468));
    VisibilityMonitor_AddEntity
              ((CBaseEntity *)this,
               (float)(~uVar1 & 0x447a0000 | (uint)*(float *)(this + 0x468) & uVar1),
               EnvInstructorHintVisibilityMonitorCallback,
               (_func_bool_CBaseEntity_ptr_CBasePlayer_ptr *)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)