L L4D2node

CSimplePhysicsProp::Spawn

0x007a2aa0 · 107 bytes · __thiscall

_ZN18CSimplePhysicsProp5SpawnEv

Decompiled

undefined (1 param)

/* CSimplePhysicsProp::Spawn() */

void __thiscall CSimplePhysicsProp::Spawn(CSimplePhysicsProp *this)

{
  CBaseProp::Spawn((CBaseProp *)this);
  CBaseEntity::SetMoveType((CBaseEntity *)this,6,0);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),6);
  if (this[0x105] != (CSimplePhysicsProp)0x1) {
    (**(code **)(*(int *)this + 0x224))(this,this + 0x105);
    this[0x105] = (CSimplePhysicsProp)0x1;
  }
  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)