L L4D2node

CKeepUpright::Spawn

0x007a35e0 · 121 bytes · __thiscall

_ZN12CKeepUpright5SpawnEv

Decompiled

undefined (1 param)

/* CKeepUpright::Spawn() */

void __thiscall CKeepUpright::Spawn(CKeepUpright *this)

{
  *(undefined4 *)(this + 0x450) = 0;
  *(undefined4 *)(this + 0x454) = 0;
  *(undefined4 *)(this + 0x458) = 0x3f800000;
  (**(code **)(*(int *)this + 0x24c))(this,0,0,this + 0x444);
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  this[0x46c] = (CKeepUpright)(((byte)this[0x148] & 1) == 0);
  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)