L L4D2node

CSkyCamera::Spawn

0x008224e0 · 222 bytes · __thiscall

_ZN10CSkyCamera5SpawnEv

Decompiled

undefined (1 param)

/* CSkyCamera::Spawn() */

void __thiscall CSkyCamera::Spawn(CSkyCamera *this)

{
  int iVar1;
  
  if (((*(float *)(this + 0x39c) != *(float *)(this + 0x448)) ||
      (*(float *)(this + 0x3a0) != *(float *)(this + 0x44c))) ||
     (*(float *)(this + 0x3a4) != *(float *)(this + 0x450))) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x448);
    *(undefined4 *)(this + 0x448) = *(undefined4 *)(this + 0x39c);
    *(undefined4 *)(this + 0x44c) = *(undefined4 *)(this + 0x3a0);
    *(undefined4 *)(this + 0x450) = *(undefined4 *)(this + 0x3a4);
  }
  iVar1 = (**(code **)(*engine + 0x104))(engine,this + 0x448);
  if (iVar1 != *(int *)(this + 0x454)) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x454);
    *(int *)(this + 0x454) = iVar1;
  }
                    /* WARNING: Could not recover jumptable at 0x008225bc. 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)