L L4D2node

CFogController::Spawn

0x006a84c0 · 325 bytes · __thiscall

_ZN14CFogController5SpawnEv

Decompiled

undefined (1 param)

/* CFogController::Spawn() */

void __thiscall CFogController::Spawn(CFogController *this)

{
  float fVar1;
  
  CBaseEntity::Spawn((CBaseEntity *)this);
  if ((((this[0x458] != this[0x450]) || (this[0x459] != this[0x451])) ||
      (this[0x45a] != this[0x452])) || (this[0x45b] != this[0x453])) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x458);
    *(undefined4 *)(this + 0x458) = *(undefined4 *)(this + 0x450);
  }
  if (((this[0x45c] != this[0x454]) || (this[0x45d] != this[0x455])) ||
     ((this[0x45e] != this[0x456] || (this[0x45f] != this[0x457])))) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x45c);
    *(undefined4 *)(this + 0x45c) = *(undefined4 *)(this + 0x454);
  }
  fVar1 = *(float *)(this + 0x470);
  if (fVar1 != *(float *)(this + 0x474)) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x474);
    *(float *)(this + 0x474) = fVar1;
  }
  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)