L L4D2node

CGib::Spawn

0x006d6320 · 140 bytes · __thiscall

_ZN4CGib5SpawnEPKcf

Decompiled

undefined (3 params)

/* CGib::Spawn(char const*, float) */

void __thiscall CGib::Spawn(CGib *this,char *param_1,float param_2)

{
  undefined1 local_14 [12];
  
  Spawn(this,param_1);
  *(float *)(this + 0x1400) = param_2;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)CBaseEntity::SUB_FadeOut);
  CBaseEntity::SetNextThink
            ((CBaseEntity *)this,*(float *)(this + 0x1400) + *(float *)(gpGlobals + 0xc),(char *)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)