L L4D2node

CPointHurt::Spawn

0x007d8da0 · 283 bytes · __thiscall

_ZN10CPointHurt5SpawnEv

Decompiled

undefined (1 param)

/* CPointHurt::Spawn() */

void __thiscall CPointHurt::Spawn(CPointHurt *this)

{
  undefined1 local_14 [8];
  
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
  *(undefined4 *)(this + 0xe0) = 0;
  *(undefined4 *)(this + 0xe4) = 0;
  *(undefined4 *)(this + 0x454) = 0xffffffff;
  if (((byte)this[0x148] & 1) != 0) {
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)HurtThink);
  }
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
  if (*(float *)(this + 0x448) <= 0.0) {
    *(undefined4 *)(this + 0x448) = 0x43000000;
  }
  if (*(int *)(this + 0x440) < 1) {
    *(undefined4 *)(this + 0x440) = 2;
  }
  if (*(float *)(this + 0x44c) <= 0.0) {
    *(undefined4 *)(this + 0x44c) = 0x3dcccccd;
  }
                    /* WARNING: Could not recover jumptable at 0x007d8e6a. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x6c))();
  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)