L L4D2node

CEnvParticleScript::Spawn

0x00692d80 · 93 bytes · __thiscall

_ZN18CEnvParticleScript5SpawnEv

Decompiled

undefined (1 param)

/* CEnvParticleScript::Spawn() */

void __thiscall CEnvParticleScript::Spawn(CEnvParticleScript *this)

{
  code *pcVar1;
  undefined1 *puVar2;
  undefined1 *local_10;
  
  (**(code **)(*(int *)this + 0x6c))(this);
  CBaseAnimating::Spawn((CBaseAnimating *)this);
  CBaseEntity::AddEffects((CBaseEntity *)this,0x10);
  pcVar1 = *(code **)(*(int *)this + 0x70);
  (**(code **)(*(int *)this + 0x20))(&local_10,this);
  puVar2 = &DAT_00d539c2;
  if (local_10 != (undefined1 *)0x0) {
    puVar2 = local_10;
  }
  (*pcVar1)(this,puVar2);
  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)