CGasCan::Spawn
0x00537980 · 136 bytes · __thiscall
_ZN7CGasCan5SpawnEv
Decompiled
undefined (1 param)
/* CGasCan::Spawn() */
void __thiscall CGasCan::Spawn(CGasCan *this)
{
int iVar1;
CBaseBackpackItem::Spawn((CBaseBackpackItem *)this);
if (this[0x105] != (CGasCan)0x2) {
(**(code **)(*(int *)this + 0x224))(this,this + 0x105);
this[0x105] = (CGasCan)0x2;
}
if (*(int *)(this + 0x100) != 0x14) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
*(undefined4 *)(this + 0x100) = 0x14;
}
iVar1 = gpGlobals;
this[0x1824] = (CGasCan)0x0;
*(undefined4 *)(this + 0x1828) = 0;
*(undefined4 *)(this + 0x181c) = *(undefined4 *)(iVar1 + 0xc);
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.