CEntityFlame::Spawn
0x00679880 · 222 bytes · __thiscall
_ZN12CEntityFlame5SpawnEv
Decompiled
undefined (1 param)
/* CEntityFlame::Spawn() */
void __thiscall CEntityFlame::Spawn(CEntityFlame *this)
{
float fVar1;
CBaseEdict *this_00;
int iVar2;
undefined1 local_14 [12];
CBaseEntity::Spawn((CBaseEntity *)this);
fVar1 = *(float *)(gpGlobals + 0xc);
if (fVar1 != *(float *)(this + 0x458)) {
if (this[0x6c] == (CEntityFlame)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
*(float *)(this + 0x458) = fVar1;
}
else {
this[0x70] = (CEntityFlame)((byte)this[0x70] | 1);
*(float *)(this + 0x458) = fVar1;
}
}
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)FlameThink);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
*(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 0x80;
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
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.