CGameWeaponManager::Spawn
0x006d1640 · 223 bytes · __thiscall
_ZN18CGameWeaponManager5SpawnEv
Decompiled
undefined (1 param)
/* CGameWeaponManager::Spawn() */
void __thiscall CGameWeaponManager::Spawn(CGameWeaponManager *this)
{
char *pcVar1;
CGameWeaponManager *pCVar2;
int iVar3;
undefined4 uVar4;
undefined4 uVar5;
undefined4 uVar6;
undefined4 uVar7;
undefined4 uVar8;
undefined1 local_14 [8];
uVar8 = 0;
uVar7 = 0;
uVar6 = 0;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0xe5);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
uVar5 = 1;
pcVar1 = "";
if (*(char **)(this + 0x440) != (char *)0x0) {
pcVar1 = *(char **)(this + 0x440);
}
pCVar2 = (CGameWeaponManager *)CreateEntityByName(pcVar1,-1,true);
if (pCVar2 == (CGameWeaponManager *)0x0) {
uVar4 = CBaseEntity::GetDebugName((CBaseEntity *)this);
DevMsg("%s removed itself!\n",uVar4,uVar5,uVar6,uVar7,uVar8);
}
else {
iVar3 = __dynamic_cast(pCVar2,&CBaseEntity::typeinfo,&CBaseCombatWeapon::typeinfo,0);
this[0x44c] = (CGameWeaponManager)(iVar3 != 0);
this = pCVar2;
}
UTIL_Remove((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.