L L4D2node

CFuncPlat::Spawn

0x00b0b2b0 · 140 bytes · __thiscall

_ZN9CFuncPlat5SpawnEv

Decompiled

undefined (1 param)

/* CFuncPlat::Spawn() */

void __thiscall CFuncPlat::Spawn(CFuncPlat *this)

{
  Setup(this);
  (**(code **)(*(int *)this + 0x6c))(this);
  if (*(int *)(this + 0x154) == 0) {
    UTIL_SetOrigin((CBaseEntity *)this,(Vector *)(this + 0x460),false);
    *(undefined4 *)(this + 0x440) = 1;
  }
  else {
    UTIL_SetOrigin((CBaseEntity *)this,(Vector *)(this + 0x454),false);
    *(undefined4 *)(this + 0x440) = 0;
    *(code **)(this + 0xe0) = PlatUse;
    *(undefined4 *)(this + 0xe4) = 0;
  }
                    /* WARNING: Could not recover jumptable at 0x00b0b31c. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x290))();
  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)