CPrecipitation::Spawn
0x0066e540 · 403 bytes · __thiscall
_ZN14CPrecipitation5SpawnEv
Decompiled
undefined (1 param)
/* CPrecipitation::Spawn() */
void __thiscall CPrecipitation::Spawn(CPrecipitation *this)
{
CCollisionProperty *this_00;
code *pcVar1;
uint uVar2;
CBaseEdict *pCVar3;
undefined1 *puVar4;
int iVar5;
undefined1 *local_10;
CBaseEntity::SetTransmitState((CBaseEntity *)this,0x20);
PrecacheMaterial("effects/fleck_ash1");
PrecacheMaterial("effects/fleck_ash2");
PrecacheMaterial("effects/fleck_ash3");
PrecacheMaterial("effects/ember_swirling001");
(**(code **)(*(int *)this + 0x6c))(this);
CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
pcVar1 = *(code **)(*(int *)this + 0x70);
(**(code **)(*(int *)this + 0x20))(&local_10,this);
puVar4 = &DAT_00d539c2;
if (local_10 != (undefined1 *)0x0) {
puVar4 = local_10;
}
(*pcVar1)(this,puVar4);
if (*(int *)(this + 0x440) == 4) {
this_00 = (CCollisionProperty *)(this + 0x194);
CCollisionProperty::SetSolid(this_00,6);
CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 4));
CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 0x40));
CBaseEntity::VPhysicsInitStatic((CBaseEntity *)this);
uVar2 = *(uint *)(this + 0x440);
}
else {
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
uVar2 = *(uint *)(this + 0x440);
}
if (9 < uVar2) {
if (this[0x6c] == (CPrecipitation)0x0) {
pCVar3 = *(CBaseEdict **)(this + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this[0x70] = (CPrecipitation)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x440) = 0;
}
if (this[0x121] != (CPrecipitation)0x6) {
if (this[0x6c] == (CPrecipitation)0x0) {
pCVar3 = *(CBaseEdict **)(this + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this[0x70] = (CPrecipitation)((byte)this[0x70] | 1);
}
this[0x121] = (CPrecipitation)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.