L L4D2node

CTriggerImpact::Spawn

0x00b1ee50 · 74 bytes · __thiscall

_ZN14CTriggerImpact5SpawnEv

Decompiled

undefined (1 param)

/* CTriggerImpact::Spawn() */

void __thiscall CTriggerImpact::Spawn(CTriggerImpact *this)

{
  float fVar1;
  float fVar2;
  
  fVar2 = *(float *)(this + 0x5c4);
  this[0x4b8] = (CTriggerImpact)0x1;
  if (fVar2 <= 0.0) {
    fVar2 = 0.0;
  }
  fVar1 = 0.0;
  if (0.0 <= *(float *)(this + 0x5c8)) {
    fVar1 = *(float *)(this + 0x5c8);
  }
  if (1.0 <= fVar2) {
    fVar2 = 1.0;
  }
  if (1.0 <= fVar1) {
    fVar1 = 1.0;
  }
  *(float *)(this + 0x5c4) = fVar2;
  *(float *)(this + 0x5c8) = fVar1;
  CTriggerMultiple::Spawn((CTriggerMultiple *)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)