CFuncVPhysicsClip::Spawn
0x00630450 · 194 bytes · __thiscall
_ZN17CFuncVPhysicsClip5SpawnEv
Decompiled
undefined (1 param)
/* CFuncVPhysicsClip::Spawn() */
void __thiscall CFuncVPhysicsClip::Spawn(CFuncVPhysicsClip *this)
{
code *pcVar1;
int *piVar2;
undefined1 *puVar3;
undefined1 *local_10;
CBaseEntity::SetMoveType((CBaseEntity *)this,7,0);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),6);
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
pcVar1 = *(code **)(*(int *)this + 0x70);
(**(code **)(*(int *)this + 0x20))(&local_10,this);
puVar3 = &DAT_00d539c2;
if (local_10 != (undefined1 *)0x0) {
puVar3 = local_10;
}
(*pcVar1)(this,puVar3);
CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
(**(code **)(*(int *)this + 0x290))(this);
piVar2 = *(int **)(this + 0x238);
if (piVar2 != (int *)0x0) {
(**(code **)(*piVar2 + 0x34))(piVar2,(byte)this[0x448] ^ 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.