CScavengeProgressDisplay::Spawn
0x004f0390 · 58 bytes · __thiscall
_ZN24CScavengeProgressDisplay5SpawnEv
Decompiled
undefined (1 param)
/* CScavengeProgressDisplay::Spawn() */
void __thiscall CScavengeProgressDisplay::Spawn(CScavengeProgressDisplay *this)
{
CBaseEntity::Spawn((CBaseEntity *)this);
if (g_pGameRules != (CTerrorGameRules *)0x0) {
CTerrorGameRules::SetScavengeItemsGoal(g_pGameRules,*(int *)(this + 0x440));
}
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
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.