CEnvEntityMaker::CheckSpawnThink
0x00691660 · 233 bytes · __thiscall
_ZN15CEnvEntityMaker15CheckSpawnThinkEv
Decompiled
undefined (1 param)
/* CEnvEntityMaker::CheckSpawnThink() */
void __thiscall CEnvEntityMaker::CheckSpawnThink(CEnvEntityMaker *this)
{
uint uVar1;
char cVar2;
undefined *puVar3;
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.5,(char *)0x0);
uVar1 = *(uint *)(this + 0x458);
if ((((uVar1 == 0xffffffff) ||
(puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 == (undefined *)0xfffffffc)) ||
(*(uint *)(puVar3 + 8) != uVar1 >> 0xc)) || (*(int *)(puVar3 + 4) == 0)) {
cVar2 = HasRoomToSpawn(this);
}
else {
if (((byte)this[0x148] & 2) != 0) {
return;
}
cVar2 = HasRoomToSpawn(this);
}
if ((cVar2 != '\0') &&
((((byte)this[0x148] & 4) != 0 || (cVar2 = IsPlayerLooking(this), cVar2 == '\0')))) {
SpawnEntity(this,vec3_invalid,DAT_01053d24,DAT_01053d28,vec3_angle,DAT_01053d40,DAT_01053d44);
}
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.