CTerrorWeapon::Spawn
0x00573b30 · 423 bytes · __thiscall
_ZN13CTerrorWeapon5SpawnEv
Decompiled
undefined (1 param)
/* CTerrorWeapon::Spawn() */
void __thiscall CTerrorWeapon::Spawn(CTerrorWeapon *this)
{
CBaseEdict *this_00;
int iVar1;
undefined1 local_14 [12];
CWeaponCSBase::Spawn((CWeaponCSBase *)this);
this[0x145c] = (CTerrorWeapon)0x1;
this[0x145b] = (CTerrorWeapon)0x1;
if (*(float *)(this + 0x155c) != -1.0) {
(**(code **)(*(int *)(this + 0x1554) + 4))(this + 0x1554,this + 0x155c);
*(undefined4 *)(this + 0x155c) = 0xbf800000;
}
if (*(float *)(this + 0x1568) != -1.0) {
(**(code **)(*(int *)(this + 0x1560) + 4))(this + 0x1560,this + 0x1568);
*(undefined4 *)(this + 0x1568) = 0xbf800000;
}
this[0x1578] = (CTerrorWeapon)0x0;
*(undefined4 *)(this + 0x17c8) = 0;
*(undefined4 *)(this + 0x17cc) = 0;
SetHelpingHandState(this,0);
this[0x1528] = (CTerrorWeapon)0x0;
if (*(float *)(this + 0x17a8) != -1.0) {
(**(code **)(*(int *)(this + 0x17a0) + 4))(this + 0x17a0,this + 0x17a8);
*(undefined4 *)(this + 0x17a8) = 0xbf800000;
}
*(undefined4 *)(this + 0x1798) = 0xffffffff;
*(undefined4 *)(this + 0x179c) = 0xffffffff;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
if (this[0x1538] == (CTerrorWeapon)0x0) {
return;
}
if (this[0x6c] == (CTerrorWeapon)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
}
this[0x1538] = (CTerrorWeapon)0x0;
}
else {
this[0x70] = (CTerrorWeapon)((byte)this[0x70] | 1);
this[0x1538] = (CTerrorWeapon)0x0;
}
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.