CFunc_Dust::Spawn
0x006bb130 · 223 bytes · __thiscall
_ZN10CFunc_Dust5SpawnEv
Decompiled
undefined (1 param)
/* CFunc_Dust::Spawn() */
void __thiscall CFunc_Dust::Spawn(CFunc_Dust *this)
{
CFunc_Dust CVar1;
CFunc_Dust CVar2;
CFunc_Dust CVar3;
code *pcVar4;
undefined4 uVar5;
CBaseEdict *this_00;
undefined1 *puVar6;
int iVar7;
undefined1 *local_20 [4];
(**(code **)(*(int *)this + 0x6c))(this);
pcVar4 = *(code **)(*(int *)this + 0x70);
(**(code **)(*(int *)this + 0x20))(local_20,this);
puVar6 = &DAT_00d539c2;
if (local_20[0] != (undefined1 *)0x0) {
puVar6 = local_20[0];
}
(*pcVar4)(this,puVar6);
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 0x20));
uVar5 = *(undefined4 *)(this + 0x468);
CVar1 = this[0x440];
CVar2 = this[0x441];
CVar3 = this[0x442];
if (SUB41(uVar5,0) != this[0x443]) {
if (this[0x6c] == (CFunc_Dust)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar7 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar7 + 2) = 0;
}
}
else {
this[0x70] = (CFunc_Dust)((byte)this[0x70] | 1);
}
this[0x440] = CVar1;
this[0x441] = CVar2;
this[0x442] = CVar3;
this[0x443] = SUB41(uVar5,0);
}
CBaseEntity::Spawn((CBaseEntity *)this);
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.