CRagGib::Spawn
0x006d63b0 · 261 bytes · __thiscall
_ZN7CRagGib5SpawnEPKcRK6VectorS4_f
Decompiled
undefined (5 params)
/* CRagGib::Spawn(char const*, Vector const&, Vector const&, float) */
void __thiscall
CRagGib::Spawn(CRagGib *this,char *param_1,Vector *param_2,Vector *param_3,float param_4)
{
CCollisionProperty *this_00;
char cVar1;
this_00 = (CCollisionProperty *)(this + 0x194);
CCollisionProperty::SetSolid(this_00,2);
CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 4));
(**(code **)(*(int *)this + 0x70))(this,param_1);
UTIL_SetSize((CBaseEntity *)this,(Vector *)&vec3_origin,(Vector *)&vec3_origin);
UTIL_SetOrigin((CBaseEntity *)this,param_2,false);
cVar1 = (**(code **)(*(int *)this + 0x348))(this,param_3);
if (cVar1 == '\0') {
CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 0x10));
CCollisionProperty::SetSolidFlags(this_00,*(ushort *)(this + 0x1b4) & 0xfffffffb);
if (0.0 < param_4) {
CBaseEntity::SUB_StartFadeOut((CBaseEntity *)this,param_4,true);
return;
}
}
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.