L L4D2node

CRagGib::Spawn

0x006d63b0 · 261 bytes · __thiscall

_ZN7CRagGib5SpawnEPKcRK6VectorS4_f

Decompiled

undefined (5 params)

/* CRagGib::Spawn(char const*, Vector const&, Vector const&, float) */

void __thiscall
CRagGib::Spawn(CRagGib *this,char *param_1,Vector *param_2,Vector *param_3,float param_4)

{
  CCollisionProperty *this_00;
  char cVar1;
  
  this_00 = (CCollisionProperty *)(this + 0x194);
  CCollisionProperty::SetSolid(this_00,2);
  CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 4));
  (**(code **)(*(int *)this + 0x70))(this,param_1);
  UTIL_SetSize((CBaseEntity *)this,(Vector *)&vec3_origin,(Vector *)&vec3_origin);
  UTIL_SetOrigin((CBaseEntity *)this,param_2,false);
  cVar1 = (**(code **)(*(int *)this + 0x348))(this,param_3);
  if (cVar1 == '\0') {
    CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 0x10));
    CCollisionProperty::SetSolidFlags(this_00,*(ushort *)(this + 0x1b4) & 0xfffffffb);
    if (0.0 < param_4) {
      CBaseEntity::SUB_StartFadeOut((CBaseEntity *)this,param_4,true);
      return;
    }
  }
  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)