CEnvFireSensor::Spawn
0x0069e030 · 47 bytes · __thiscall
_ZN14CEnvFireSensor5SpawnEv
Decompiled
undefined (1 param)
/* CEnvFireSensor::Spawn() */
void __thiscall CEnvFireSensor::Spawn(CEnvFireSensor *this)
{
if (((byte)this[0x148] & 1) == 0) {
if (this[0x440] != (CEnvFireSensor)0x0) {
TurnOff(this);
return;
}
}
else if (this[0x440] == (CEnvFireSensor)0x0) {
TurnOn(this);
return;
}
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.