L L4D2node

SavedWeaponSpawn::PostSpawn

0x00866f80 · 70 bytes · __thiscall

_ZN16SavedWeaponSpawn9PostSpawnEP11CBaseEntity

Decompiled

undefined (2 params)

/* SavedWeaponSpawn::PostSpawn(CBaseEntity*) */

void __thiscall SavedWeaponSpawn::PostSpawn(SavedWeaponSpawn *this,CBaseEntity *param_1)

{
  int iVar1;
  
  iVar1 = KeyValues::GetInt(*(KeyValues **)(this + 4),"shadow",0);
  if (iVar1 != 0) {
    return;
  }
  CBaseEntity::AddEffects(param_1,0x10);
  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)