L L4D2node

CMapInfo::Spawn

0x008e7f50 · 125 bytes · __thiscall

_ZN8CMapInfo5SpawnEv

Decompiled

undefined (1 param)

/* CMapInfo::Spawn() */

void __thiscall CMapInfo::Spawn(CMapInfo *this)

{
  char cVar1;
  
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
  cVar1 = (**(code **)(*(int *)this + 0x324))(this);
  if (cVar1 == '\0') {
    if (g_pMapInfo != (CMapInfo *)0x0) {
      Warning();
      return;
    }
    g_pMapInfo = 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)