L L4D2node

CTriggerEscape::Spawn

0x00b1f3e0 · 200 bytes · __thiscall

_ZN14CTriggerEscape5SpawnEv

Decompiled

undefined (1 param)

/* CTriggerEscape::Spawn() */

void __thiscall CTriggerEscape::Spawn(CTriggerEscape *this)

{
  float fVar1;
  undefined1 local_14 [8];
  
  CBaseTrigger::Spawn((CBaseTrigger *)this);
  CBaseTrigger::InitTrigger((CBaseTrigger *)this);
  if (this[0x4b8] != (CTriggerEscape)0x0) {
    return;
  }
  CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)TeamEscapeThink);
  fVar1 = 0.0;
  if (*(int *)(this + 0x30) != 0) {
    fVar1 = (float)((*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4) % 10) * 0.1;
  }
  CBaseEntity::SetNextThink
            ((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 10.0 + fVar1,(char *)0x0);
  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)