L L4D2node

CPushable::Spawn

0x006b3200 · 147 bytes · __thiscall

_ZN9CPushable5SpawnEv

Decompiled

undefined (1 param)

/* CPushable::Spawn() */

void __thiscall CPushable::Spawn(CPushable *this)

{
  code *pcVar1;
  undefined1 *puVar2;
  undefined1 *local_10;
  
  if (((byte)this[0x148] & 0x80) == 0) {
    (**(code **)(*(int *)this + 0x6c))(this);
    CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),6);
    CBaseEntity::SetMoveType((CBaseEntity *)this,7,0);
    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);
                    /* WARNING: Could not recover jumptable at 0x006b3286. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*(int *)this + 0x290))();
    return;
  }
  CBreakable::Spawn((CBreakable *)this);
  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)