L L4D2node

CScriptTriggerMultiple::Spawn

0x00b23da0 · 161 bytes · __thiscall

_ZN22CScriptTriggerMultiple5SpawnEv

Decompiled

undefined (1 param)

/* CScriptTriggerMultiple::Spawn() */

void __thiscall CScriptTriggerMultiple::Spawn(CScriptTriggerMultiple *this)

{
  uint local_18;
  uint local_14;
  uint local_10;
  
  CTriggerMultiple::Spawn((CTriggerMultiple *)this);
  CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),3);
  local_10 = *(uint *)(this + 0x5c8) ^ 0x80000000;
  local_14 = *(uint *)(this + 0x5c4) ^ 0x80000000;
  local_18 = *(uint *)(this + 0x5c0) ^ 0x80000000;
  CCollisionProperty::SetCollisionBounds
            ((CCollisionProperty *)(this + 0x194),(Vector *)&local_18,(Vector *)(this + 0x5c0));
  CBaseEntity::VPhysicsInitShadow((CBaseEntity *)this,false,false,(solid_t *)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)