L L4D2node

CFuncPlayerInfectedClip::Spawn

0x00b14920 · 92 bytes · __thiscall

_ZN23CFuncPlayerInfectedClip5SpawnEv

Decompiled

undefined (1 param)

/* CFuncPlayerInfectedClip::Spawn() */

void __thiscall CFuncPlayerInfectedClip::Spawn(CFuncPlayerInfectedClip *this)

{
  CFuncBrush::Spawn((CFuncBrush *)this);
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),*(ushort *)(this + 0x1b4) & 0xfffffff7);
  CCollisionProperty::SetSolidFlags
            ((CCollisionProperty *)(this + 0x194),*(ushort *)(this + 0x1b4) & 0xfffffffb);
  CBaseEntity::SetCollisionGroup((CBaseEntity *)this,0x14);
  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)