L L4D2node

CRagdollBoogie::Spawn

0x00803d30 · 235 bytes · __thiscall

_ZN14CRagdollBoogie5SpawnEv

Decompiled

undefined (1 param)

/* CRagdollBoogie::Spawn() */

void __thiscall CRagdollBoogie::Spawn(CRagdollBoogie *this)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  undefined1 local_14 [8];
  
  (**(code **)(*(int *)this + 0x6c))(this);
  CBaseEntity::Spawn((CBaseEntity *)this);
  uVar3 = 0;
  uVar2 = 0;
  uVar1 = 0;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)BoogieThink);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.01,(char *)0x0);
  if (((byte)this[0x14a] & 1) != 0) {
    (**(code **)(*random_valve + 4))(random_valve,0x3dcccccd,0x3e99999a,uVar1,uVar2,uVar3);
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)ZapThink);
  }
  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)