CTonemapTrigger::Spawn
0x00697450 · 210 bytes · __thiscall
_ZN15CTonemapTrigger5SpawnEv
Decompiled
undefined (1 param)
/* CTonemapTrigger::Spawn() */
void __thiscall CTonemapTrigger::Spawn(CTonemapTrigger *this)
{
CBaseEdict *this_00;
int iVar1;
char *pcVar2;
int *piVar3;
undefined4 *puVar4;
uint uVar5;
uVar5 = *(uint *)(this + 0x148) | 1;
if (*(uint *)(this + 0x148) != uVar5) {
if (this[0x6c] == (CTonemapTrigger)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
}
}
else {
this[0x70] = (CTonemapTrigger)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x148) = uVar5;
}
CBaseTrigger::Spawn((CBaseTrigger *)this);
CBaseTrigger::InitTrigger((CBaseTrigger *)this);
pcVar2 = "";
if (*(char **)(this + 0x56c) != (char *)0x0) {
pcVar2 = *(char **)(this + 0x56c);
}
piVar3 = (int *)CGlobalEntityList::FindEntityByName
((CGlobalEntityList *)gEntList,(CBaseEntity *)0x0,pcVar2,
(CBaseEntity *)0x0,(CBaseEntity *)0x0,(CBaseEntity *)0x0,
(IEntityFindFilter *)0x0);
if (piVar3 != (int *)0x0) {
puVar4 = (undefined4 *)(**(code **)(*piVar3 + 0xc))(piVar3);
*(undefined4 *)(this + 0x570) = *puVar4;
return;
}
*(undefined4 *)(this + 0x570) = 0xffffffff;
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.