CPropHealthCabinet::Spawn
0x004eebf0 · 233 bytes · __thiscall
_ZN18CPropHealthCabinet5SpawnEv
Decompiled
undefined (1 param)
/* CPropHealthCabinet::Spawn() */
void __thiscall CPropHealthCabinet::Spawn(CPropHealthCabinet *this)
{
CCollisionProperty *this_00;
CBaseEdict *this_01;
int iVar1;
this_00 = (CCollisionProperty *)(this + 0x194);
CDynamicProp::Spawn((CDynamicProp *)this);
CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
CCollisionProperty::SetSolid(this_00,6);
CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 8));
CBaseEntity::AddEffects((CBaseEntity *)this,0x10);
CCollisionProperty::UseTriggerBounds(this_00,true,24.0);
CBaseEntity::SetGlobalFadeScale((CBaseEntity *)this,0.0);
if (this[0x15d5] != (CPropHealthCabinet)0x0) {
if (this[0x6c] == (CPropHealthCabinet)0x0) {
this_01 = *(CBaseEdict **)(this + 0x30);
if (this_01 != (CBaseEdict *)0x0) {
*(uint *)this_01 = *(uint *)this_01 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_01);
*(undefined2 *)(iVar1 + 2) = 0;
}
this[0x15d5] = (CPropHealthCabinet)0x0;
}
else {
this[0x70] = (CPropHealthCabinet)((byte)this[0x70] | 1);
this[0x15d5] = (CPropHealthCabinet)0x0;
}
}
CBaseEntity::SetCollisionGroup((CBaseEntity *)this,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.