L L4D2node

CHolidayGift::Spawn

0x008d1930 · 171 bytes · __thiscall

_ZN12CHolidayGift5SpawnEv

Decompiled

undefined (1 param)

/* CHolidayGift::Spawn() */

void __thiscall CHolidayGift::Spawn(CHolidayGift *this)

{
  undefined1 local_14 [8];
  
  CItem::Spawn((CItem *)this);
  (**(code **)(*(int *)this + 0x70))(this,"models/items/l4d_gift.mdl");
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)CBaseEntity::SUB_Remove);
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)DropSoundThink);
  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)