CItemSoda::Spawn
0x0066c300 · 238 bytes · __thiscall
_ZN9CItemSoda5SpawnEv
Decompiled
undefined (1 param)
/* CItemSoda::Spawn() */
void __thiscall CItemSoda::Spawn(CItemSoda *this)
{
undefined1 local_34 [16];
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
(**(code **)(*(int *)this + 0x6c))(this);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
CBaseEntity::SetMoveType((CBaseEntity *)this,5,0);
(**(code **)(*(int *)this + 0x70))(this,"models/can.mdl");
local_18 = 0;
local_14 = 0;
local_10 = 0;
local_24 = 0;
local_20 = 0;
local_1c = 0;
UTIL_SetSize((CBaseEntity *)this,(Vector *)&local_24,(Vector *)&local_18);
CBaseEntity::ThinkSet((_func_void *)local_34,(float)this,(char *)CanThink);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.5,(char *)0x0);
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.