CBaseCombatWeapon::Spawn
0x00405d20 · 410 bytes · __thiscall
_ZN17CBaseCombatWeapon5SpawnEv
Decompiled
undefined (1 param)
/* CBaseCombatWeapon::Spawn() */
void __thiscall CBaseCombatWeapon::Spawn(CBaseCombatWeapon *this)
{
code *pcVar1;
CBaseEdict *pCVar2;
undefined4 uVar3;
int iVar4;
(**(code **)(*(int *)this + 0x6c))(this);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2);
*(undefined4 *)(this + 0x1430) = 0;
*(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) & 0xfffbffff;
if (*(int *)(this + 0x1414) != 0) {
if (this[0x6c] == (CBaseCombatWeapon)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x1414) = 0;
}
CBaseEntity::SetGlobalFadeScale((CBaseEntity *)this,0.0);
if (*(int *)(this + 0x13f8) != 0) {
if (this[0x6c] == (CBaseCombatWeapon)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x13f8) = 0;
}
GiveDefaultAmmo(this);
pcVar1 = *(code **)(*(int *)this + 0x70);
uVar3 = (**(code **)(*(int *)this + 0x508))(this);
(*pcVar1)(this,uVar3);
(**(code **)(*(int *)this + 0x5a4))(this);
CBaseEntity::SetCollisionGroup((CBaseEntity *)this,0xb);
if (this[0x105] != (CBaseCombatWeapon)0x1) {
(**(code **)(*(int *)this + 0x224))(this,this + 0x105);
this[0x105] = (CBaseCombatWeapon)0x1;
}
CBaseEntity::SetBlocksLOS((CBaseEntity *)this,false);
this[0x1458] = (CBaseCombatWeapon)0x0;
CCollisionProperty::UseTriggerBounds((CCollisionProperty *)(this + 0x194),true,36.0);
CBaseEntity::AddEffects((CBaseEntity *)this,0x80);
*(undefined4 *)(this + 0x1480) = 0;
*(undefined4 *)(this + 0x147c) = 0;
*(undefined4 *)(this + 0x148c) = 0;
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.