L L4D2node

CTriggerCamera::Spawn

0x00b16720 · 270 bytes · __thiscall

_ZN14CTriggerCamera5SpawnEv

Decompiled

undefined (1 param)

/* CTriggerCamera::Spawn() */

void __thiscall CTriggerCamera::Spawn(CTriggerCamera *this)

{
  CBaseEdict *pCVar1;
  int iVar2;
  
  CBaseEntity::Spawn((CBaseEntity *)this);
  CBaseEntity::SetMoveType((CBaseEntity *)this,8,0);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
  if (this[0x127] != (CTriggerCamera)0x0) {
    if (this[0x6c] == (CTriggerCamera)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CTriggerCamera)((byte)this[0x70] | 1);
    }
    this[0x127] = (CTriggerCamera)0x0;
  }
  if (this[0x121] != (CTriggerCamera)0x2) {
    if (this[0x6c] == (CTriggerCamera)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CTriggerCamera)((byte)this[0x70] | 1);
    }
    this[0x121] = (CTriggerCamera)0x2;
  }
  *(undefined4 *)(this + 0x470) = 0;
  *(undefined4 *)(this + 0x464) = *(undefined4 *)(this + 0x11c);
  if (*(float *)(this + 0x468) == 0.0) {
    *(undefined4 *)(this + 0x468) = 0x43fa0000;
  }
  if (*(float *)(this + 0x46c) == 0.0) {
    *(undefined4 *)(this + 0x46c) = 0x43fa0000;
  }
  CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
  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)