CColorCorrectionVolume::Spawn
0x00647020 · 356 bytes · __thiscall
_ZN22CColorCorrectionVolume5SpawnEv
Decompiled
undefined (1 param)
/* CColorCorrectionVolume::Spawn() */
void __thiscall CColorCorrectionVolume::Spawn(CColorCorrectionVolume *this)
{
code *pcVar1;
CBaseEdict *pCVar2;
undefined1 *puVar3;
int iVar4;
undefined1 local_1c [12];
undefined1 *local_10;
CBaseTrigger::Spawn((CBaseTrigger *)this);
*(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 0x880;
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
(**(code **)(*(int *)this + 0x6c))(this);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),1);
CCollisionProperty::SetSolidFlags((CCollisionProperty *)(this + 0x194),0x40c);
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::ThinkSet((_func_void *)local_1c,(float)this,(char *)ThinkFunc);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.01,(char *)0x0);
if (this[0x56a] == (CColorCorrectionVolume)0x0) {
if (this[0x569] != (CColorCorrectionVolume)0x1) {
if (this[0x6c] == (CColorCorrectionVolume)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CColorCorrectionVolume)((byte)this[0x70] | 1);
}
this[0x569] = (CColorCorrectionVolume)0x1;
return;
}
}
else if (this[0x569] != (CColorCorrectionVolume)0x0) {
if (this[0x6c] == (CColorCorrectionVolume)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CColorCorrectionVolume)((byte)this[0x70] | 1);
}
this[0x569] = (CColorCorrectionVolume)0x0;
return;
}
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.