CScriptVPhysicsClip::Spawn
0x00633dd0 · 232 bytes · __thiscall
_ZN19CScriptVPhysicsClip5SpawnEv
Decompiled
undefined (1 param)
/* CScriptVPhysicsClip::Spawn() */
void __thiscall CScriptVPhysicsClip::Spawn(CScriptVPhysicsClip *this)
{
CCollisionProperty *this_00;
int *piVar1;
uint local_18;
uint local_14;
uint local_10;
this_00 = (CCollisionProperty *)(this + 0x194);
CBaseEntity::SetMoveType((CBaseEntity *)this,7,0);
CCollisionProperty::SetSolid(this_00,3);
CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 4));
CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
local_10 = *(uint *)(this + 0x454) ^ 0x80000000;
local_14 = *(uint *)(this + 0x450) ^ 0x80000000;
local_18 = *(uint *)(this + 0x44c) ^ 0x80000000;
CCollisionProperty::SetCollisionBounds(this_00,(Vector *)&local_18,(Vector *)(this + 0x44c));
(**(code **)(*(int *)this + 0x290))(this);
piVar1 = *(int **)(this + 0x238);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0x34))(piVar1,(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.