CGnome::Spawn
0x005398c0 · 98 bytes · __thiscall
_ZN6CGnome5SpawnEv
Decompiled
undefined (1 param)
/* CGnome::Spawn() */
void __thiscall CGnome::Spawn(CGnome *this)
{
char cVar1;
CBaseBackpackItem::Spawn((CBaseBackpackItem *)this);
cVar1 = CDirectorChallengeMode::VIPTarget(*(CDirectorChallengeMode **)(TheDirector + 0x648));
if (cVar1 == '\0') {
cVar1 = CDirectorChallengeMode::HealingGnome(*(CDirectorChallengeMode **)(TheDirector + 0x648));
if (cVar1 == '\0') {
return;
}
}
CGlowProperty::SetGlowState((CGlowProperty *)(this + 0x1f0),3);
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.