L L4D2node

CTriggerWind::Spawn

0x00b13cf0 · 130 bytes · __thiscall

_ZN12CTriggerWind5SpawnEv

Decompiled

undefined (1 param)

/* CTriggerWind::Spawn() */

void __thiscall CTriggerWind::Spawn(CTriggerWind *this)

{
  undefined1 local_14 [12];
  
  this[0x474] = (CTriggerWind)0x1;
  *(int *)(this + 0x45c) = (int)*(float *)(this + 0x3ac);
  CBaseVPhysicsTrigger::Spawn((CBaseVPhysicsTrigger *)this);
  *(undefined4 *)(this + 0x454) = *(undefined4 *)(this + 0x44c);
  *(undefined4 *)(this + 0x464) = *(undefined4 *)(this + 0x45c);
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)WindThink);
  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)