CBaseEntity::Spawn
0x005ffa10 · 75 bytes · __thiscall
_ZN11CBaseEntity5SpawnEv
Decompiled
undefined (1 param)
/* CBaseEntity::Spawn() */
void __thiscall CBaseEntity::Spawn(CBaseEntity *this)
{
undefined4 uVar1;
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(this + 0x78) = 0;
*(undefined4 *)(this + 0x74) = uVar1;
if (this[0x300] != (CBaseEntity)0x0) {
(**(code **)(*(int *)this + 0x314))(this,this + 0x300);
this[0x300] = (CBaseEntity)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.