CPointCommentaryNode::Spawn
0x0064ae80 · 496 bytes · __thiscall
_ZN20CPointCommentaryNode5SpawnEv
Decompiled
undefined (1 param)
/* CPointCommentaryNode::Spawn() */
void __thiscall CPointCommentaryNode::Spawn(CPointCommentaryNode *this)
{
CBaseEdict *this_00;
int iVar1;
int iVar2;
char *pcVar3;
char *pcVar4;
undefined1 local_4c [12];
char *local_40 [3];
undefined4 local_34;
undefined4 local_30;
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_20;
(**(code **)(*(int *)this + 0x20))(local_40,this);
pcVar3 = local_40[0];
if (local_40[0] == (char *)0x0) {
pcVar3 = "";
}
if (*pcVar3 == '\0') {
AllocPooledString((char *)local_40);
*(char **)(this + 0x260) = local_40[0];
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
pcVar4 = "";
if (local_40[0] != (char *)0x0) {
pcVar4 = local_40[0];
}
pcVar3 = "models/extras/info_speech.mdl";
iVar1 = (**(code **)(*soundemitterbase + 0x88))(soundemitterbase,pcVar4);
if (iVar1 != *(int *)(this + 0xf4)) {
if (this[0x6c] == (CPointCommentaryNode)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
*(int *)(this + 0xf4) = iVar1;
pcVar3 = "models/extras/info_speech.mdl";
}
else {
this[0x70] = (CPointCommentaryNode)((byte)this[0x70] | 1);
*(int *)(this + 0xf4) = iVar1;
pcVar3 = "models/extras/info_speech.mdl";
}
}
}
(**(code **)(*(int *)this + 0x6c))(this);
(**(code **)(*(int *)this + 0x70))(this,pcVar3);
local_28 = 0x41800000;
local_24 = 0x41800000;
local_20 = 0x41800000;
local_34 = 0xc1800000;
local_30 = 0xc1800000;
local_2c = 0xc1800000;
UTIL_SetSize((CBaseEntity *)this,(Vector *)&local_34,(Vector *)&local_28);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2);
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 3));
CBaseEntity::AddEffects((CBaseEntity *)this,0x10);
iVar1 = CBaseAnimating::LookupSequence((CBaseAnimating *)this,"idle");
CBaseAnimating::ResetSequence((CBaseAnimating *)this,iVar1);
CBaseEntity::ThinkSet((_func_void *)local_4c,(float)this,(char *)SpinThink);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
SetDisabled(this,(bool)this[0x1449]);
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.