CBaseEntity::PostConstructor
0x005ffa60 · 230 bytes · __thiscall
_ZN11CBaseEntity15PostConstructorEPKc
Decompiled
undefined (2 params)
/* CBaseEntity::PostConstructor(char const*) */
void __thiscall CBaseEntity::PostConstructor(CBaseEntity *this,char *param_1)
{
IHandleEntity local_2c [28];
undefined4 local_10 [2];
if (param_1 != (char *)0x0) {
AllocPooledString((char *)local_10);
*(undefined4 *)(this + 0x7c) = local_10[0];
}
if ((*(uint *)(this + 0x14c) & 0x200) == 0) {
if ((*(uint *)(this + 0x14c) & 0x400) == 0) {
CServerNetworkProperty::AttachEdict
((CServerNetworkProperty *)(this + 0x24),g_pForceAttachEdict);
g_pForceAttachEdict = (edict_t *)0x0;
}
if (*(int *)(this + 0x30) != 0) {
CBaseEntityList::AddNetworkableEntity(local_2c,0xfcb140,(int)this);
if (*(int *)(this + 0x30) != 0) {
*(CBaseEntity **)(*(int *)(this + 0x30) + 8) = this + 0x24;
}
}
(**(code **)(*(int *)this + 0x74))(this);
}
else {
CBaseEntityList::AddNonNetworkableEntity(local_2c);
}
CheckHasThinkFunction(this,false);
CheckHasGamePhysicsSimulation(this);
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.