CEnvPhysicsBlocker::Spawn
0x0068bf20 · 320 bytes · __thiscall
_ZN18CEnvPhysicsBlocker5SpawnEv
Decompiled
undefined (1 param)
/* CEnvPhysicsBlocker::Spawn() */
void __thiscall CEnvPhysicsBlocker::Spawn(CEnvPhysicsBlocker *this)
{
CCollisionProperty *this_00;
CBaseEntity::SetBlocksLOS((CBaseEntity *)this,false);
if (*(int *)(this + 0x458) != 4) {
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
if (((vec3_angle == *(float *)(this + 0x37c)) && (DAT_01053d40 == *(float *)(this + 0x380))) &&
(DAT_01053d44 == *(float *)(this + 900))) {
CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
CBaseEntity::SetCollisionGroup((CBaseEntity *)this,8);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2);
goto LAB_0068bfc8;
}
}
this_00 = (CCollisionProperty *)(this + 0x194);
CBaseEntity::SetMoveType((CBaseEntity *)this,6,0);
CCollisionProperty::SetCollisionBounds(this_00,(Vector *)(this + 0x440),(Vector *)(this + 0x44c));
CCollisionProperty::SetSolid(this_00,3);
CBaseEntity::VPhysicsInitStatic((CBaseEntity *)this);
CCollisionProperty::SetSolid(this_00,6);
LAB_0068bfc8:
CBaseEntity::SetBlocksLOS((CBaseEntity *)this,false);
SetBlockState(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.