L L4D2node

CTriggerHurt::Spawn

0x00b1eb10 · 328 bytes · __thiscall

_ZN12CTriggerHurt5SpawnEv

Decompiled

undefined (1 param)

/* CTriggerHurt::Spawn() */

void __thiscall CTriggerHurt::Spawn(CTriggerHurt *this)

{
  float fVar1;
  longdouble lVar2;
  undefined4 uVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  undefined1 local_14 [8];
  
  CBaseTrigger::Spawn((CBaseTrigger *)this);
  CBaseTrigger::InitTrigger((CBaseTrigger *)this);
  *(undefined4 *)(this + 0x56c) = *(undefined4 *)(this + 0x570);
  CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)0x0);
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
  if (((byte)this[0x582] & 4) != 0) {
    uVar5 = 0;
    uVar4 = 0;
    uVar3 = 0;
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)RadiationThink);
    fVar1 = *(float *)(gpGlobals + 0xc);
    lVar2 = (longdouble)
            (**(code **)(*random_valve + 4))(random_valve,0,0x3f000000,uVar3,uVar4,uVar5);
    CBaseEntity::SetNextThink((CBaseEntity *)this,(float)lVar2 + fVar1,(char *)0x0);
  }
  if (TheNavMesh != 0) {
    CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)NavThink);
  }
  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)