CFogController::Spawn
0x006a84c0 · 325 bytes · __thiscall
_ZN14CFogController5SpawnEv
Decompiled
undefined (1 param)
/* CFogController::Spawn() */
void __thiscall CFogController::Spawn(CFogController *this)
{
float fVar1;
CBaseEntity::Spawn((CBaseEntity *)this);
if ((((this[0x458] != this[0x450]) || (this[0x459] != this[0x451])) ||
(this[0x45a] != this[0x452])) || (this[0x45b] != this[0x453])) {
(**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x458);
*(undefined4 *)(this + 0x458) = *(undefined4 *)(this + 0x450);
}
if (((this[0x45c] != this[0x454]) || (this[0x45d] != this[0x455])) ||
((this[0x45e] != this[0x456] || (this[0x45f] != this[0x457])))) {
(**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x45c);
*(undefined4 *)(this + 0x45c) = *(undefined4 *)(this + 0x454);
}
fVar1 = *(float *)(this + 0x470);
if (fVar1 != *(float *)(this + 0x474)) {
(**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x474);
*(float *)(this + 0x474) = fVar1;
}
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.