L L4D2node

Script_DropSpit

0x00b433e0 · 166 bytes · __cdecl

_ZL15Script_DropSpit6Vector

Decompiled

undefined (1 param)

/* Script_DropSpit(Vector) */

void Script_DropSpit(void)

{
  longdouble lVar1;
  longdouble lVar2;
  undefined4 local_30;
  undefined4 local_2c;
  undefined4 local_28;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  float local_18;
  float local_14;
  undefined4 local_10;
  
  lVar1 = (longdouble)RandomFloat(0xc1200000,0x41200000);
  lVar2 = (longdouble)RandomFloat(0xc1200000,0x41200000);
  local_18 = (float)lVar2;
  local_10 = 0;
  local_24 = 0;
  local_20 = 0;
  local_1c = 0xc0a00000;
  local_30 = 0xc2b40000;
  local_2c = 0;
  local_28 = 0;
  local_14 = (float)lVar1;
  CSpitterProjectile::Create
            ((Vector *)&stack0x00000004,(QAngle *)&local_30,(Vector *)&local_24,(Vector *)&local_18,
             (CBaseCombatCharacter *)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)