CFuncWall::Spawn
0x006301d0 · 129 bytes · __thiscall
_ZN9CFuncWall5SpawnEv
Decompiled
undefined (1 param)
/* CFuncWall::Spawn() */
void __thiscall CFuncWall::Spawn(CFuncWall *this)
{
code *pcVar1;
undefined1 *puVar2;
undefined1 *local_10;
CBaseEntity::SetLocalAngles((CBaseEntity *)this,(QAngle *)&vec3_angle);
CBaseEntity::SetMoveType((CBaseEntity *)this,7,0);
pcVar1 = *(code **)(*(int *)this + 0x70);
(**(code **)(*(int *)this + 0x20))(&local_10,this);
puVar2 = &DAT_00d539c2;
if (local_10 != (undefined1 *)0x0) {
puVar2 = local_10;
}
(*pcVar1)(this,puVar2);
CBaseEntity::AddFlag((CBaseEntity *)this,0x1000000);
/* WARNING: Could not recover jumptable at 0x0063024f. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x290))();
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.