L L4D2node

CTriggerWeaponUpgrade::Spawn

0x00a07dc0 · 52 bytes · __thiscall

_ZN21CTriggerWeaponUpgrade5SpawnEv

Decompiled

undefined (1 param)

/* CTriggerWeaponUpgrade::Spawn() */

void __thiscall CTriggerWeaponUpgrade::Spawn(CTriggerWeaponUpgrade *this)

{
  CBaseTrigger::Spawn((CBaseTrigger *)this);
  CBaseTrigger::InitTrigger((CBaseTrigger *)this);
  *(code **)(this + 0xd8) = UpgradeTouch;
  *(undefined4 *)(this + 0xdc) = 0;
  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)