L L4D2node

CInfoMassCenter::Spawn

0x007a23c0 · 140 bytes · __thiscall

_ZN15CInfoMassCenter5SpawnEv

Decompiled

undefined (1 param)

/* CInfoMassCenter::Spawn() */

void __thiscall CInfoMassCenter::Spawn(CInfoMassCenter *this)

{
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  int local_10;
  
  local_10 = *(int *)(this + 0xf8);
  if (local_10 != 0) {
    if (((byte)this[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
      local_10 = *(int *)(this + 0xf8);
    }
    local_2c = *(undefined4 *)(this + 0x2e0);
    local_20 = 0;
    local_28 = *(undefined4 *)(this + 0x2e4);
    local_1c = 0;
    local_24 = *(undefined4 *)(this + 0x2e8);
    local_18 = 0;
    local_14 = 0;
    PhysSetMassCenterOverride((masscenteroverride_t *)&local_2c);
    UTIL_Remove((CBaseEntity *)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)