CGibShooter::Spawn
0x0066bf90 · 164 bytes · __thiscall
_ZN11CGibShooter5SpawnEv
Decompiled
undefined (1 param)
/* CGibShooter::Spawn() */
void __thiscall CGibShooter::Spawn(CGibShooter *this)
{
int iVar1;
code *pcVar2;
int *piVar3;
undefined4 uVar4;
(**(code **)(*(int *)this + 0x6c))(this);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
if (*(float *)(this + 0x474) <= 0.0 && *(float *)(this + 0x474) != 0.0) {
*(undefined4 *)(this + 0x474) = 0;
}
if (*(float *)(this + 0x468) == 0.0) {
*(undefined4 *)(this + 0x468) = 0x41c80000;
}
piVar3 = modelinfo;
*(undefined4 *)(this + 0x444) = *(undefined4 *)(this + 0x440);
iVar1 = *piVar3;
pcVar2 = *(code **)(iVar1 + 0x28);
uVar4 = (**(code **)(iVar1 + 8))(piVar3,*(undefined4 *)(this + 0x44c));
uVar4 = (*pcVar2)(modelinfo,uVar4);
*(undefined4 *)(this + 0x470) = uVar4;
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.