CScriptBaseButton::Spawn
0x0063b4c0 · 185 bytes · __thiscall
_ZN17CScriptBaseButton5SpawnEv
Decompiled
undefined (1 param)
/* CScriptBaseButton::Spawn() */
void __thiscall CScriptBaseButton::Spawn(CScriptBaseButton *this)
{
CCollisionProperty *this_00;
uint local_18;
uint local_14;
uint local_10;
this_00 = (CCollisionProperty *)(this + 0x194);
CBaseButton::Spawn((CBaseButton *)this);
CCollisionProperty::SetSolid(this_00,3);
local_10 = *(uint *)(this + 0x598) ^ 0x80000000;
local_14 = *(uint *)(this + 0x594) ^ 0x80000000;
local_18 = *(uint *)(this + 0x590) ^ 0x80000000;
CCollisionProperty::SetCollisionBounds(this_00,(Vector *)&local_18,(Vector *)(this + 0x590));
CBaseEntity::VPhysicsInitShadow((CBaseEntity *)this,false,false,(solid_t *)0x0);
CCollisionProperty::SetSolidFlags(this_00,0x804);
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
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.