L L4D2node

CPointDevShotCamera::Spawn

0x007d9f70 · 173 bytes · __thiscall

_ZN19CPointDevShotCamera5SpawnEv

Decompiled

undefined (1 param)

/* CPointDevShotCamera::Spawn() */

void __thiscall CPointDevShotCamera::Spawn(CPointDevShotCamera *this)

{
  int *piVar1;
  int iVar2;
  undefined1 local_14 [12];
  
  CBaseEntity::Spawn((CBaseEntity *)this);
  piVar1 = (int *)CommandLine_Tier0();
  iVar2 = (**(code **)(*piVar1 + 0x28))(piVar1,"-makedevshots");
  if (iVar2 != 0) {
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)DevShotThink_Setup);
    CBaseEntity::SetNextThink
              ((CBaseEntity *)this,
               *(float *)(gpGlobals + 0xc) + 5.0 + (float)(g_iDevShotCameraCount * 5),(char *)0x0);
    g_iDevShotCameraCount = g_iDevShotCameraCount + 1;
    return;
  }
  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)