L L4D2node

CTriggerPush::Spawn

0x00b1f080 · 160 bytes · __thiscall

_ZN12CTriggerPush5SpawnEv

Decompiled

undefined (1 param)

/* CTriggerPush::Spawn() */

void __thiscall CTriggerPush::Spawn(CTriggerPush *this)

{
  Vector local_24 [12];
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  local_10 = *(undefined4 *)(this + 0x574);
  local_14 = *(undefined4 *)(this + 0x570);
  local_18 = *(undefined4 *)(this + 0x56c);
  AngleVectors((QAngle *)&local_18,local_24);
  if (((byte)this[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
  }
  VectorIRotate((float *)local_24,(matrix3x4_t *)(this + 0x28c),(float *)(this + 0x56c));
  CBaseTrigger::Spawn((CBaseTrigger *)this);
  CBaseTrigger::InitTrigger((CBaseTrigger *)this);
  if (*(float *)(this + 0x11c) == 0.0) {
    *(undefined4 *)(this + 0x11c) = 0x42c80000;
  }
  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)