CEnvInstructorHint::Spawn
0x00692220 · 96 bytes · __thiscall
_ZN18CEnvInstructorHint5SpawnEv
Decompiled
undefined (1 param)
/* CEnvInstructorHint::Spawn() */
void __thiscall CEnvInstructorHint::Spawn(CEnvInstructorHint *this)
{
uint uVar1;
CPointEntity::Spawn((CPointEntity *)this);
if (this[0x481] != (CEnvInstructorHint)0x0) {
uVar1 = -(uint)(0.0 < *(float *)(this + 0x468));
VisibilityMonitor_AddEntity
((CBaseEntity *)this,
(float)(~uVar1 & 0x447a0000 | (uint)*(float *)(this + 0x468) & uVar1),
EnvInstructorHintVisibilityMonitorCallback,
(_func_bool_CBaseEntity_ptr_CBasePlayer_ptr *)0x0);
}
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.