CFuncSmokeVolume::Spawn
0x006c32f0 · 159 bytes · __thiscall
_ZN16CFuncSmokeVolume5SpawnEv
Decompiled
undefined (1 param)
/* CFuncSmokeVolume::Spawn() */
void __thiscall CFuncSmokeVolume::Spawn(CFuncSmokeVolume *this)
{
undefined4 uVar1;
CBaseEdict *this_00;
code *pcVar2;
int iVar3;
undefined1 *puVar4;
CFuncSmokeVolume *pCVar5;
byte bVar6;
undefined1 *local_10;
bVar6 = 0;
if (this[0x6c] == (CFuncSmokeVolume)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CFuncSmokeVolume)((byte)this[0x70] | 1);
}
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(this + 0x78) = 0;
*(undefined4 *)(this + 0x74) = uVar1;
pCVar5 = this + 0x448;
for (iVar3 = 0x3f; iVar3 != 0; iVar3 = iVar3 + -1) {
*(undefined4 *)pCVar5 = 0;
pCVar5 = pCVar5 + (uint)bVar6 * -8 + 4;
}
*(undefined2 *)pCVar5 = 0;
pCVar5[2] = (CFuncSmokeVolume)0x0;
pcVar2 = *(code **)(*(int *)this + 0x70);
(**(code **)(*(int *)this + 0x20))(&local_10,this);
puVar4 = &DAT_00d539c2;
if (local_10 != (undefined1 *)0x0) {
puVar4 = local_10;
}
(*pcVar2)(this,puVar4);
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.