L L4D2node

CScriptItem::Spawn

0x006e4290 · 184 bytes · __thiscall

_ZN11CScriptItem5SpawnEv

Decompiled

undefined (1 param)

/* CScriptItem::Spawn() */

void __thiscall CScriptItem::Spawn(CScriptItem *this)

{
  code *pcVar1;
  char *pcVar2;
  char *local_20 [4];
  
  (**(code **)(*(int *)this + 0x20))(local_20,this);
  pcVar2 = local_20[0];
  if (local_20[0] == (char *)0x0) {
    pcVar2 = "";
  }
  CBaseEntity::PrecacheModel(pcVar2);
  pcVar1 = *(code **)(*(int *)this + 0x70);
  (**(code **)(*(int *)this + 0x20))(local_20,this);
  pcVar2 = "";
  if (local_20[0] != (char *)0x0) {
    pcVar2 = local_20[0];
  }
  (*pcVar1)(this,pcVar2);
  CItem::Spawn((CItem *)this);
  if (1 < *(int *)(this + 0x1460) - 5U) {
    CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
    if (*(int *)(this + 0x1460) != 0) {
      CBaseEntity::SetMoveType((CBaseEntity *)this,*(int *)(this + 0x1460),0);
      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)