CGunTarget::Spawn
0x006d77f0 · 286 bytes · __thiscall
_ZN10CGunTarget5SpawnEv
Decompiled
undefined (1 param)
/* CGunTarget::Spawn() */
void __thiscall CGunTarget::Spawn(CGunTarget *this)
{
code *pcVar1;
int iVar2;
undefined1 *puVar3;
undefined1 *local_10;
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),1);
CBaseEntity::SetMoveType((CBaseEntity *)this,7,0);
pcVar1 = *(code **)(*(int *)this + 0x70);
(**(code **)(*(int *)this + 0x20))(&local_10,this);
puVar3 = &DAT_00d539c2;
if (local_10 != (undefined1 *)0x0) {
puVar3 = local_10;
}
(*pcVar1)(this,puVar3);
if (*(float *)(this + 0x11c) == 0.0) {
*(undefined4 *)(this + 0x11c) = 0x42c80000;
}
if (this[0x105] != (CGunTarget)0x0) {
(**(code **)(*(int *)this + 0x224))(this,this + 0x105);
this[0x105] = (CGunTarget)0x0;
}
CBaseEntity::AddFlag((CBaseEntity *)this,0x2000);
iVar2 = *(int *)(this + 0x100);
this[0x4b8] = (CGunTarget)0x0;
if (iVar2 != *(int *)(this + 0xfc)) {
(**(code **)(*(int *)this + 0x20c))(this,this + 0xfc);
*(int *)(this + 0xfc) = iVar2;
}
if (((byte)this[0x148] & 1) != 0) {
*(code **)(this + 0x14) = Start;
*(undefined4 *)(this + 0x18) = 0;
CBaseEntity::SetMoveDoneTime((CBaseEntity *)this,0.3);
}
/* WARNING: Could not recover jumptable at 0x006d78eb. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x290))();
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.