CGib::Spawn
0x006d6320 · 140 bytes · __thiscall
_ZN4CGib5SpawnEPKcf
Decompiled
undefined (3 params)
/* CGib::Spawn(char const*, float) */
void __thiscall CGib::Spawn(CGib *this,char *param_1,float param_2)
{
undefined1 local_14 [12];
Spawn(this,param_1);
*(float *)(this + 0x1400) = param_2;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)CBaseEntity::SUB_FadeOut);
CBaseEntity::SetNextThink
((CBaseEntity *)this,*(float *)(this + 0x1400) + *(float *)(gpGlobals + 0xc),(char *)0x0
);
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.