CEmbers::Spawn
0x0066da80 · 321 bytes · __thiscall
_ZN7CEmbers5SpawnEv
Decompiled
undefined (1 param)
/* CEmbers::Spawn() */
void __thiscall CEmbers::Spawn(CEmbers *this)
{
code *pcVar1;
CBaseEdict *pCVar2;
undefined1 *puVar3;
int iVar4;
CEmbers CVar5;
undefined1 *local_10;
(**(code **)(*(int *)this + 0x6c))(this);
pcVar1 = *(code **)(*(int *)this + 0x70);
(**(code **)(*(int *)this + 0x20))(&local_10,this);
puVar3 = &DAT_00d539c2;
if (local_10 != (undefined1 *)0x0) {
puVar3 = local_10;
}
(*pcVar1)(this,puVar3);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
if (this[0x127] != (CEmbers)0x0) {
if (this[0x6c] == (CEmbers)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CEmbers)((byte)this[0x70] | 1);
}
this[0x127] = (CEmbers)0x0;
}
if (this[0x121] != (CEmbers)0x2) {
if (this[0x6c] == (CEmbers)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CEmbers)((byte)this[0x70] | 1);
}
this[0x121] = (CEmbers)0x2;
}
CVar5 = (CEmbers)0x1;
*(code **)(this + 0xe0) = EmberUse;
*(undefined4 *)(this + 0xe4) = 0;
if (((byte)this[0x148] & 1) == 0) {
CVar5 = (CEmbers)(*(int *)(this + 0x154) == 0);
}
if (CVar5 != this[0x44c]) {
if (this[0x6c] == (CEmbers)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CEmbers)((byte)this[0x70] | 1);
}
this[0x44c] = CVar5;
}
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.