L L4D2node

CSoundEnt::Spawn

0x0082cdf0 · 86 bytes · __thiscall

_ZN9CSoundEnt5SpawnEv

Decompiled

undefined (1 param)

/* CSoundEnt::Spawn() */

void __thiscall CSoundEnt::Spawn(CSoundEnt *this)

{
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  Initialize(this);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 1.0,(char *)0x0);
  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)