L L4D2node

CPointScriptUseTarget::Spawn

0x009019f0 · 104 bytes · __thiscall

_ZN21CPointScriptUseTarget5SpawnEv

Decompiled

undefined (1 param)

/* CPointScriptUseTarget::Spawn() */

void __thiscall CPointScriptUseTarget::Spawn(CPointScriptUseTarget *this)

{
  undefined1 local_14 [12];
  
  CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0xe5);
  CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)0x0);
  CBaseEntity::Spawn((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)