L L4D2node

CBaseMoveBehavior::Spawn

0x006f7390 · 159 bytes · __thiscall

_ZN17CBaseMoveBehavior5SpawnEv

Decompiled

undefined (1 param)

/* CBaseMoveBehavior::Spawn() */

void __thiscall CBaseMoveBehavior::Spawn(CBaseMoveBehavior *this)

{
  *(CBaseMoveBehavior **)(this + 0x490) = this;
  *(undefined4 *)(this + 0x4a0) = 0;
  CBaseEntity::SetMoveType((CBaseEntity *)this,7,0);
  *(undefined4 *)(this + 0x440) = *(undefined4 *)(this + 0x39c);
  *(undefined4 *)(this + 0x444) = *(undefined4 *)(this + 0x3a0);
  *(undefined4 *)(this + 0x448) = *(undefined4 *)(this + 0x3a4);
  *(undefined4 *)(this + 0x44c) = *(undefined4 *)(this + 0x3a8);
  *(undefined4 *)(this + 0x450) = *(undefined4 *)(this + 0x3ac);
  *(undefined4 *)(this + 0x454) = *(undefined4 *)(this + 0x3b0);
  CPathKeyFrame::Spawn((CPathKeyFrame *)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)