CBaseCombatCharacter::Spawn
0x005f87c0 · 225 bytes · __thiscall
_ZN20CBaseCombatCharacter5SpawnEv
Decompiled
undefined (1 param)
/* CBaseCombatCharacter::Spawn() */
void __thiscall CBaseCombatCharacter::Spawn(CBaseCombatCharacter *this)
{
int iVar1;
longdouble lVar2;
CBaseAnimating::Spawn((CBaseAnimating *)this);
CBaseEntity::SetBlocksLOS((CBaseEntity *)this,false);
*(undefined4 *)(this + 0x1868) = 0;
*(undefined4 *)(this + 0x1870) = 0xffffffff;
lVar2 = (longdouble)IntervalTimer::Now();
if ((float)lVar2 != *(float *)(this + 0x19dc)) {
(**(code **)(*(int *)(this + 0x19d8) + 4))(this + 0x19d8,this + 0x19dc);
*(float *)(this + 0x19dc) = (float)lVar2;
}
*(undefined4 *)(this + 0x19e0) = 0;
*(undefined4 *)(this + 0x19e4) = 0xffffffff;
*(undefined4 *)(this + 0x19f0) = 0xffffffff;
*(undefined4 *)(this + 0x19fc) = 0xffffffff;
*(undefined4 *)(this + 0x1a08) = 0xffffffff;
(**(code **)(*(int *)this + 0x534))(this);
iVar1 = m_nextSpawnID + 1;
m_nextSpawnID = iVar1;
*(int *)(this + 0x1a38) = iVar1;
if (0x3ff < iVar1) {
m_nextSpawnID = 1;
}
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.