CEnvEntityMaker::Spawn
0x0068fee0 · 124 bytes · __thiscall
_ZN15CEnvEntityMaker5SpawnEv
Decompiled
undefined (1 param)
/* CEnvEntityMaker::Spawn() */
void __thiscall CEnvEntityMaker::Spawn(CEnvEntityMaker *this)
{
undefined4 uVar1;
undefined4 uVar2;
undefined4 uVar3;
uVar3 = DAT_01053d50;
uVar2 = DAT_01053d4c;
uVar1 = vec3_origin;
*(undefined4 *)(this + 0x440) = vec3_origin;
*(undefined4 *)(this + 0x444) = uVar2;
*(undefined4 *)(this + 0x448) = uVar3;
*(undefined4 *)(this + 0x44c) = uVar1;
*(undefined4 *)(this + 0x450) = uVar2;
*(undefined4 *)(this + 0x454) = uVar3;
*(undefined4 *)(this + 0x458) = 0xffffffff;
*(undefined4 *)(this + 0x45c) = 0xffffffff;
*(undefined4 *)(this + 0x460) = uVar1;
*(undefined4 *)(this + 0x464) = uVar2;
*(undefined4 *)(this + 0x468) = uVar3;
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.