CGasCan::SetSpawner
0x005388e0 · 120 bytes · __thiscall
_ZN7CGasCan10SetSpawnerEP11CBaseEntity
Decompiled
undefined (2 params)
/* CGasCan::SetSpawner(CBaseEntity*) */
void __thiscall CGasCan::SetSpawner(CGasCan *this,CBaseEntity *param_1)
{
undefined4 uVar1;
CBaseEdict *this_00;
undefined4 *puVar2;
int iVar3;
if (param_1 != (CBaseEntity *)0x0) {
puVar2 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
uVar1 = *puVar2;
this[0x182c] = (CGasCan)0x1;
*(undefined4 *)(this + 0x17f8) = uVar1;
if (*(int *)(this + 0x458) != 1) {
if (this[0x6c] == (CGasCan)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CGasCan)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x458) = 1;
}
return;
}
*(undefined4 *)(this + 0x17f8) = 0xffffffff;
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.