L L4D2node

CFuncTrackChange::Spawn

0x00b0b9d0 · 303 bytes · __thiscall

_ZN16CFuncTrackChange5SpawnEv

Decompiled

undefined (1 param)

/* CFuncTrackChange::Spawn() */

void __thiscall CFuncTrackChange::Spawn(CFuncTrackChange *this)

{
  undefined1 local_14 [12];
  
  CFuncPlat::Setup((CFuncPlat *)this);
  if (((byte)this[0x148] & 0x10) != 0) {
    *(undefined4 *)(this + 0x468) = *(undefined4 *)(this + 0x3a4);
  }
  CFuncPlatRot::SetupRotation((CFuncPlatRot *)this);
  if (((byte)this[0x148] & 8) == 0) {
    UTIL_SetOrigin((CBaseEntity *)this,(Vector *)(this + 0x454),false);
    *(undefined4 *)(this + 0x440) = 0;
    CBaseEntity::SetLocalAngles((CBaseEntity *)this,(QAngle *)(this + 0x4d4));
    *(undefined4 *)(this + 0x508) = 1;
  }
  else {
    UTIL_SetOrigin((CBaseEntity *)this,(Vector *)(this + 0x460),false);
    *(undefined4 *)(this + 0x440) = 1;
    CBaseEntity::SetLocalAngles((CBaseEntity *)this,(QAngle *)(this + 0x4e0));
    *(undefined4 *)(this + 0x508) = 0;
  }
  *(undefined4 *)(this + 0x50c) = 1;
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)Find);
  CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 2.0,(char *)0x0);
                    /* WARNING: Could not recover jumptable at 0x00b0bac0. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x6c))();
  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)