CEnvMuzzleFlash::Spawn
0x0066c5c0 · 322 bytes · __thiscall
_ZN15CEnvMuzzleFlash5SpawnEv
Decompiled
undefined (1 param)
/* CEnvMuzzleFlash::Spawn() */
void __thiscall CEnvMuzzleFlash::Spawn(CEnvMuzzleFlash *this)
{
uint uVar1;
int iVar2;
CBaseAnimating *this_00;
undefined *puVar3;
int *piVar4;
char *pcVar5;
undefined4 uVar6;
if (*(int *)(this + 0x444) != 0) {
uVar1 = *(uint *)(this + 0x180);
if ((((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
(piVar4 = *(int **)(puVar3 + 4), piVar4 != (int *)0x0)) {
iVar2 = (**(code **)(*piVar4 + 0xf0))(piVar4);
if (iVar2 != 0) {
uVar1 = *(uint *)(this + 0x180);
piVar4 = (int *)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
piVar4 = *(int **)(puVar3 + 4);
}
this_00 = (CBaseAnimating *)(**(code **)(*piVar4 + 0xf0))(piVar4);
pcVar5 = "";
if (*(char **)(this + 0x444) != (char *)0x0) {
pcVar5 = *(char **)(this + 0x444);
}
iVar2 = CBaseAnimating::LookupAttachment(this_00,pcVar5);
if (iVar2 != 0) {
uVar6 = 0;
uVar1 = *(uint *)(this + 0x180);
if (((uVar1 != 0xffffffff) &&
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc))
&& (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) {
uVar6 = *(undefined4 *)(puVar3 + 4);
}
(**(code **)(*(int *)this + 0x98))(this,uVar6,iVar2);
CBaseEntity::SetLocalOrigin((CBaseEntity *)this,(Vector *)&vec3_origin);
CBaseEntity::SetLocalAngles((CBaseEntity *)this,(QAngle *)&vec3_angle);
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.