CVomitParticle::Spawn
0x004e3f10 · 465 bytes · __thiscall
_ZN14CVomitParticle5SpawnEv
Decompiled
undefined (1 param)
/* CVomitParticle::Spawn() */
void __thiscall CVomitParticle::Spawn(CVomitParticle *this)
{
float fVar1;
float fVar2;
int iVar3;
longdouble lVar4;
undefined1 local_34 [16];
uint local_24;
uint local_20;
uint local_1c;
uint local_18;
uint local_14;
uint local_10;
CBaseEntity::Spawn((CBaseEntity *)this);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2);
CCollisionProperty::SetSolidFlags((CCollisionProperty *)(this + 0x194),0xc);
CBaseEntity::SetMoveType((CBaseEntity *)this,4,2);
*(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 0x20000000;
CBaseEntity::SetCollisionGroup((CBaseEntity *)this,0);
local_18 = *(uint *)(z_vomit_boxsize._28_4_ + 0x2c);
local_24 = local_18 ^ 0x80000000;
local_20 = local_24;
local_1c = local_24;
local_14 = local_18;
local_10 = local_18;
UTIL_SetSize((CBaseEntity *)this,(Vector *)&local_24,(Vector *)&local_18);
if (this[0x105] != (CVomitParticle)0x0) {
(**(code **)(*(int *)this + 0x224))(this,this + 0x105);
this[0x105] = (CVomitParticle)0x0;
}
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
iVar3 = gpGlobals;
*(undefined4 *)(this + 0x474) = *(undefined4 *)(this + 0x2e0);
*(undefined4 *)(this + 0x478) = *(undefined4 *)(this + 0x2e4);
*(undefined4 *)(this + 0x47c) = *(undefined4 *)(this + 0x2e8);
fVar1 = *(float *)(iVar3 + 0xc);
fVar2 = *(float *)(z_vomit_lifetime._28_4_ + 0x2c);
lVar4 = (longdouble)(**(code **)(*random_valve + 4))(random_valve,0x3f666666,0x3f8ccccd);
*(float *)(this + 0x458) = (float)lVar4 * fVar2 + fVar1;
CBaseEntity::ThinkSet((_func_void *)local_34,(float)this,(char *)FlyThink);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
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.