CBaseEntity::RunOnPostSpawnScripts
0x0060e480 · 162 bytes · __thiscall
_ZN11CBaseEntity21RunOnPostSpawnScriptsEv
Decompiled
undefined (1 param)
/* CBaseEntity::RunOnPostSpawnScripts() */
void __thiscall CBaseEntity::RunOnPostSpawnScripts(CBaseEntity *this)
{
int iVar1;
int iVar2;
if (*(int *)(this + 0x3e0) != 0) {
iVar1 = (**(code **)(*g_pScriptVM + 0x48))
(g_pScriptVM,"DispatchOnPostSpawn",*(undefined4 *)(this + 1000),0);
if (iVar1 != 0) {
iVar2 = 0;
if (*(int *)(this + 1000) != -1) {
iVar2 = *(int *)(this + 1000);
}
(**(code **)(*g_pScriptVM + 0x50))(g_pScriptVM,iVar1,0,0,0,iVar2,1);
(**(code **)(*g_pScriptVM + 0x4c))(g_pScriptVM,iVar1);
}
}
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.