CMessage::Spawn
0x00686440 · 210 bytes · __thiscall
_ZN8CMessage5SpawnEv
Decompiled
undefined (1 param)
/* CMessage::Spawn() */
void __thiscall CMessage::Spawn(CMessage *this)
{
int iVar1;
(**(code **)(*(int *)this + 0x6c))(this);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
iVar1 = *(int *)(this + 0x448);
if (iVar1 == 2) {
*(undefined4 *)(this + 0x44c) = 0x3f4ccccd;
}
else if (iVar1 == 3) {
*(undefined4 *)(this + 0x44c) = 0;
}
else if (iVar1 == 1) {
*(undefined4 *)(this + 0x44c) = 0x3fa00000;
}
else {
*(undefined4 *)(this + 0x44c) = 0x42700000;
}
*(undefined4 *)(this + 0x448) = 0;
if (0.0 < *(float *)(this + 0x444) * 0.1) {
*(float *)(this + 0x444) = *(float *)(this + 0x444) * 0.1;
return;
}
*(undefined4 *)(this + 0x444) = 0x3f800000;
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.