CSpriteOriented::Spawn
0x004c3fe0 · 128 bytes · __thiscall
_ZN15CSpriteOriented5SpawnEv
Decompiled
undefined (1 param)
/* CSpriteOriented::Spawn() */
void __thiscall CSpriteOriented::Spawn(CSpriteOriented *this)
{
undefined4 local_18;
float local_14;
undefined4 local_10;
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
local_18 = *(undefined4 *)(this + 0x37c);
local_14 = *(float *)(this + 0x380);
local_10 = *(undefined4 *)(this + 900);
CSprite::Spawn((CSprite *)this);
local_14 = (float)((int)((local_14 + 180.0) * 182.04445) & 0xffff) * 0.005493164;
CBaseEntity::SetAbsAngles((CBaseEntity *)this,(QAngle *)&local_18);
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.