CFuncRotating::Spawn
0x00630660 · 895 bytes · __thiscall
_ZN13CFuncRotating5SpawnEv
Decompiled
undefined (1 param)
/* CFuncRotating::Spawn() */
void __thiscall CFuncRotating::Spawn(CFuncRotating *this)
{
CCollisionProperty *this_00;
code *pcVar1;
uint uVar2;
undefined1 *puVar3;
CFuncRotating *pCVar4;
undefined4 uVar5;
undefined1 local_2c [12];
undefined1 *local_20 [4];
if (*(float *)(this + 0x454) == 0.0) {
*(undefined4 *)(this + 0x454) = 0x3f800000;
}
uVar2 = *(uint *)(this + 0x148);
if ((uVar2 & 0x80) == 0) {
if ((uVar2 & 0x100) == 0) {
*(undefined4 *)(this + 0x450) = 0x3f4ccccd;
}
else {
*(undefined4 *)(this + 0x450) = 0x3fa00000;
}
}
else {
*(undefined4 *)(this + 0x450) = 0x40000000;
}
if (*(float *)(this + 0x44c) == 0.0) {
*(undefined4 *)(this + 0x44c) = 0x3f800000;
}
if ((uVar2 & 4) == 0) {
if ((uVar2 & 8) == 0) {
*(undefined4 *)(this + 0x440) = 0;
*(undefined4 *)(this + 0x444) = 0x3f800000;
*(undefined4 *)(this + 0x448) = 0;
}
else {
*(undefined4 *)(this + 0x440) = 0x3f800000;
*(undefined4 *)(this + 0x444) = 0;
*(undefined4 *)(this + 0x448) = 0;
}
}
else {
*(undefined4 *)(this + 0x440) = 0;
*(undefined4 *)(this + 0x444) = 0;
*(undefined4 *)(this + 0x448) = 0x3f800000;
}
if ((uVar2 & 2) != 0) {
*(uint *)(this + 0x444) = *(uint *)(this + 0x444) ^ 0x80000000;
*(uint *)(this + 0x448) = *(uint *)(this + 0x448) ^ 0x80000000;
*(uint *)(this + 0x440) = *(uint *)(this + 0x440) ^ 0x80000000;
}
this_00 = (CCollisionProperty *)(this + 0x194);
CCollisionProperty::SetSolid(this_00,6);
if (((byte)this[0x148] & 0x40) == 0) {
uVar2 = *(ushort *)(this + 0x1b4) & 0xfffffffb;
}
else {
uVar2 = (uint)(*(ushort *)(this + 0x1b4) | 4);
}
CCollisionProperty::SetSolidFlags(this_00,uVar2);
uVar5 = 0;
CBaseEntity::SetMoveType((CBaseEntity *)this,7,0);
pcVar1 = *(code **)(*(int *)this + 0x70);
pCVar4 = this;
(**(code **)(*(int *)this + 0x20))(local_20,this);
puVar3 = &DAT_00d539c2;
if (local_20[0] != (undefined1 *)0x0) {
puVar3 = local_20[0];
}
(*pcVar1)(this,puVar3);
*(code **)(this + 0xe0) = RotatingUse;
*(undefined4 *)(this + 0xe4) = 0;
if (ABS(*(float *)(this + 0x45c)) == 0.0) {
*(undefined4 *)(this + 0x45c) = 0x42c80000;
uVar2 = *(uint *)(this + 0x148);
}
else {
uVar2 = *(uint *)(this + 0x148);
*(float *)(this + 0x45c) = ABS(*(float *)(this + 0x45c));
}
if ((uVar2 & 1) != 0) {
uVar5 = 0;
CBaseEntity::ThinkSet((_func_void *)local_2c,(float)this,(char *)CBaseEntity::SUB_CallUseToggle)
;
pCVar4 = (CFuncRotating *)0x0;
puVar3 = (undefined1 *)(*(float *)(gpGlobals + 0xc) + 0.2);
CBaseEntity::SetNextThink((CBaseEntity *)this,(float)puVar3,(char *)0x0);
uVar2 = *(uint *)(this + 0x148);
}
if ((uVar2 & 0x20) != 0) {
*(code **)(this + 0xd8) = HurtTouch;
*(undefined4 *)(this + 0xdc) = 0;
}
*(undefined4 *)(this + 0x11c) = 0;
(**(code **)(*(int *)this + 0x6c))(this,puVar3,pCVar4,uVar5);
(**(code **)(*(int *)this + 0x290))(this);
*(undefined4 *)(this + 0x46c) = *(undefined4 *)(this + 0x3a8);
*(undefined4 *)(this + 0x470) = *(undefined4 *)(this + 0x3ac);
*(undefined4 *)(this + 0x474) = *(undefined4 *)(this + 0x3b0);
if (this[0x479] != (CFuncRotating)0x0) {
CCollisionProperty::SetSolid(this_00,1);
}
if (((byte)this[0x149] & 4) != 0) {
*(undefined4 *)(this + 0x47c) = *(undefined4 *)(this + 0x39c);
*(undefined4 *)(this + 0x480) = *(undefined4 *)(this + 0x3a0);
*(undefined4 *)(this + 0x484) = *(undefined4 *)(this + 0x3a4);
*(undefined4 *)(this + 0x488) = *(undefined4 *)(this + 0x3a8);
*(undefined4 *)(this + 0x48c) = *(undefined4 *)(this + 0x3ac);
*(undefined4 *)(this + 0x490) = *(undefined4 *)(this + 0x3b0);
}
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.