CPrecipitationBlocker::Spawn
0x0066d1b0 · 186 bytes · __thiscall
_ZN21CPrecipitationBlocker5SpawnEv
Decompiled
undefined (1 param)
/* CPrecipitationBlocker::Spawn() */
void __thiscall CPrecipitationBlocker::Spawn(CPrecipitationBlocker *this)
{
code *pcVar1;
CBaseEdict *this_00;
undefined1 *puVar2;
int iVar3;
undefined1 *local_10;
CBaseEntity::SetTransmitState((CBaseEntity *)this,8);
(**(code **)(*(int *)this + 0x6c))(this);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
pcVar1 = *(code **)(*(int *)this + 0x70);
(**(code **)(*(int *)this + 0x20))(&local_10,this);
puVar2 = &DAT_00d539c2;
if (local_10 != (undefined1 *)0x0) {
puVar2 = local_10;
}
(*pcVar1)(this,puVar2);
if (this[0x121] != (CPrecipitationBlocker)0x6) {
if (this[0x6c] == (CPrecipitationBlocker)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CPrecipitationBlocker)((byte)this[0x70] | 1);
}
this[0x121] = (CPrecipitationBlocker)0x6;
}
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.