L L4D2node

CWeaponScavengeItemSpawn::CWeaponScavengeItemSpawn

0x008d8b90 · 100 bytes · __thiscall

_ZN24CWeaponScavengeItemSpawnC1Ev

Decompiled

undefined (1 param)

/* CWeaponScavengeItemSpawn::CWeaponScavengeItemSpawn() */

void __thiscall CWeaponScavengeItemSpawn::CWeaponScavengeItemSpawn(CWeaponScavengeItemSpawn *this)

{
  CWeaponSpawn::CWeaponSpawn((CWeaponSpawn *)this);
  *(undefined ***)this = &PTR__CWeaponScavengeItemSpawn_00cf8b88;
  *(undefined ***)(this + 0x13f4) = &PTR_OnAttemptPhysGunPickup_00cf8f80;
  *(undefined **)(this + 0x1448) = &DAT_00cf8fb0;
  *(undefined4 *)(this + 0x146c) = 0xffffffff;
  *(undefined4 *)(this + 0x1470) = 0;
  *(undefined4 *)(this + 0x147c) = 0xffffffff;
  *(undefined4 *)(this + 0x1480) = 0;
  *(undefined4 *)(this + 0x1468) = 3;
  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)