CBeam::Spawn
0x00425650 · 142 bytes · __thiscall
_ZN5CBeam5SpawnEv
Decompiled
undefined (1 param)
/* CBeam::Spawn() */
void __thiscall CBeam::Spawn(CBeam *this)
{
CBaseEdict *this_00;
int iVar1;
CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
if (this[0x121] != (CBeam)0x2) {
if (this[0x6c] == (CBeam)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
}
}
else {
this[0x70] = (CBeam)((byte)this[0x70] | 1);
}
this[0x121] = (CBeam)0x2;
}
CBaseEntity::AddEffects((CBaseEntity *)this,0x50);
/* WARNING: Could not recover jumptable at 0x004256d6. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x6c))();
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.