L L4D2node

CSprayCan::Spawn

0x007b04e0 · 183 bytes · __thiscall

_ZN9CSprayCan5SpawnEP11CBasePlayer

Decompiled

undefined (2 params)

/* CSprayCan::Spawn(CBasePlayer*) */

void __thiscall CSprayCan::Spawn(CSprayCan *this,CBasePlayer *param_1)

{
  undefined4 *puVar1;
  QAngle *pQVar2;
  undefined4 local_18;
  undefined4 local_14;
  float local_10;
  
  puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0x288))(param_1);
  local_18 = *puVar1;
  local_14 = puVar1[1];
  local_10 = (float)puVar1[2] + 32.0;
  CBaseEntity::SetLocalOrigin((CBaseEntity *)this,(Vector *)&local_18);
  pQVar2 = (QAngle *)(**(code **)(*(int *)param_1 + 0x238))(param_1);
  CBaseEntity::SetLocalAngles((CBaseEntity *)this,pQVar2);
  (**(code **)(*(int *)this + 0x50))(this,param_1);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
  CBaseEntity::EmitSound((CBaseEntity *)this,"SprayCan.Paint",0.0,(float *)0x0);
  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)