L L4D2node

CPointScriptTemplate::InputForceSpawn

0x007e00e0 · 264 bytes · __cdecl

_ZN20CPointScriptTemplate15InputForceSpawnER11inputdata_t

Decompiled

undefined (1 param)

/* CPointScriptTemplate::InputForceSpawn(inputdata_t&) */

void CPointScriptTemplate::InputForceSpawn(inputdata_t *param_1)

{
  code *pcVar1;
  char cVar2;
  CBaseEntity **local_30;
  undefined4 local_2c;
  undefined4 local_28;
  int local_24;
  CBaseEntity **local_20;
  
  local_30 = (CBaseEntity **)0x0;
  local_2c = 0;
  local_28 = 0;
  local_24 = 0;
  local_20 = (CBaseEntity **)0x0;
  pcVar1 = *(code **)(*(int *)param_1 + 0x324);
  if (((byte)param_1[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
    if (((byte)param_1[0x14d] & 8) != 0) {
      CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
    }
  }
                    /* try { // try from 007e0158 to 007e01ef has its CatchHandler @ 007e01f5 */
  cVar2 = (*pcVar1)(param_1,param_1 + 0x2e0,param_1 + 0x37c,
                    (CUtlMemory<CBaseEntity*,int> *)&local_30,0,0);
  if (cVar2 != '\0') {
    if (local_24 != 0) {
      ScriptPostSpawn((CScriptScopeT *)(param_1 + 1000),local_30,local_24);
    }
    COutputEvent::FireOutput
              ((COutputEvent *)(param_1 + 0x514),(CBaseEntity *)param_1,(CBaseEntity *)param_1,0.0);
  }
  local_24 = 0;
  CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)&local_30);
  local_20 = local_30;
  CUtlMemory<CBaseEntity*,int>::Purge((CUtlMemory<CBaseEntity*,int> *)&local_30);
  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)