CSprite::CSprite
0x004c3010 · 204 bytes · __thiscall
_ZN7CSpriteC1Ev
Decompiled
undefined (1 param)
/* CSprite::CSprite() */
void __thiscall CSprite::CSprite(CSprite *this)
{
CBaseEdict *pCVar1;
int iVar2;
CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
*(undefined ***)this = &PTR__CSprite_00c1ea28;
*(undefined4 *)(this + 0x440) = 0xffffffff;
if (*(float *)(this + 0x468) != 2.0) {
if (this[0x6c] == (CSprite)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CSprite)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x468) = 0x40000000;
}
if (*(float *)(this + 0x46c) == 1.0) {
return;
}
if (this[0x6c] == (CSprite)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
/* try { // try from 004c307e to 004c30ba has its CatchHandler @ 004c30f0 */
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
*(undefined4 *)(this + 0x46c) = 0x3f800000;
}
else {
this[0x70] = (CSprite)((byte)this[0x70] | 1);
*(undefined4 *)(this + 0x46c) = 0x3f800000;
}
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.