L L4D2node

CFuncTrainControls::Spawn

0x00b090b0 · 205 bytes · __thiscall

_ZN18CFuncTrainControls5SpawnEv

Decompiled

undefined (1 param)

/* CFuncTrainControls::Spawn() */

void __thiscall CFuncTrainControls::Spawn(CFuncTrainControls *this)

{
  code *pcVar1;
  undefined1 *puVar2;
  undefined1 local_1c [12];
  undefined1 *local_10;
  
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
  pcVar1 = *(code **)(*(int *)this + 0x70);
  (**(code **)(*(int *)this + 0x20))(&local_10,this);
  puVar2 = &DAT_00d539c2;
  if (local_10 != (undefined1 *)0x0) {
    puVar2 = local_10;
  }
  (*pcVar1)(this,puVar2);
  CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
  CBaseEntity::ThinkSet((_func_void *)local_1c,(float)this,(char *)Find);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
  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)