L L4D2node

CSpotlightEnd::Spawn

0x008320b0 · 195 bytes · __thiscall

_ZN13CSpotlightEnd5SpawnEv

Decompiled

undefined (1 param)

/* CSpotlightEnd::Spawn() */

void __thiscall CSpotlightEnd::Spawn(CSpotlightEnd *this)

{
  CBaseEdict *this_00;
  int iVar1;
  
  (**(code **)(*(int *)this + 0x6c))(this);
  if (*(float *)(this + 0x440) != 100.0) {
    if (this[0x6c] == (CSpotlightEnd)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
      }
      *(undefined4 *)(this + 0x440) = 0x42c80000;
    }
    else {
      this[0x70] = (CSpotlightEnd)((byte)this[0x70] | 1);
      *(undefined4 *)(this + 0x440) = 0x42c80000;
    }
  }
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  UTIL_SetSize((CBaseEntity *)this,(Vector *)&vec3_origin,(Vector *)&vec3_origin);
  *(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 0x80;
  CBaseEntity::DispatchUpdateTransmitState((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)