CWindowPane::Spawn
0x006b5db0 · 139 bytes · __thiscall
_ZN11CWindowPane5SpawnEv
Decompiled
undefined (1 param)
/* CWindowPane::Spawn() */
void __thiscall CWindowPane::Spawn(CWindowPane *this)
{
(**(code **)(*(int *)this + 0x6c))(this);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2);
CBaseEntity::SetMoveType((CBaseEntity *)this,5,0);
if (this[0x105] != (CWindowPane)0x2) {
(**(code **)(*(int *)this + 0x224))(this,this + 0x105);
this[0x105] = (CWindowPane)0x2;
}
CBaseEntity::SetCollisionGroup((CBaseEntity *)this,6);
(**(code **)(*(int *)this + 0x70))(this,"models/brokenglass_piece.mdl");
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.