L L4D2node

CTeamVehicleSpawnPoint::Activate

0x0083d080 · 86 bytes · __thiscall

_ZN22CTeamVehicleSpawnPoint8ActivateEv

Decompiled

undefined (1 param)

/* CTeamVehicleSpawnPoint::Activate() */

void __thiscall CTeamVehicleSpawnPoint::Activate(CTeamVehicleSpawnPoint *this)

{
  int iVar1;
  undefined4 uVar2;
  
  CTeamSpawnPoint::Activate((CTeamSpawnPoint *)this);
  iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  if (0 < iVar1) {
    iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
    if (iVar1 < 0x21) {
      return;
    }
  }
  uVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
  Warning("info_vehicle_groundspawn with invalid team number: %d\n",uVar2);
  UTIL_Remove((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)