CWorldItem::Spawn
0x006e36f0 · 326 bytes · __thiscall
_ZN10CWorldItem5SpawnEv
Decompiled
undefined (1 param)
/* CWorldItem::Spawn() */
void __thiscall CWorldItem::Spawn(CWorldItem *this)
{
CBaseEdict *pCVar1;
int iVar2;
int iVar3;
int iVar4;
iVar2 = *(int *)(this + 0x13f4);
if (iVar2 == 0x2c) {
iVar2 = CBaseEntity::Create("item_battery",(Vector *)(this + 0x39c),(QAngle *)(this + 0x3a8),
(CBaseEntity *)0x0);
LAB_006e373e:
if (iVar2 != 0) {
*(undefined4 *)(iVar2 + 0xf8) = *(undefined4 *)(this + 0xf8);
*(undefined4 *)(iVar2 + 0x154) = *(undefined4 *)(this + 0x154);
if (*(int *)(iVar2 + 0x148) != 0) {
if (*(char *)(iVar2 + 0x6c) == '\0') {
pCVar1 = *(CBaseEdict **)(iVar2 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
*(byte *)(iVar2 + 0x70) = *(byte *)(iVar2 + 0x70) | 1;
}
*(undefined4 *)(iVar2 + 0x148) = 0;
}
iVar4 = *(int *)(this + 0x148);
if (iVar4 != 0) {
if (*(char *)(iVar2 + 0x6c) == '\0') {
pCVar1 = *(CBaseEdict **)(iVar2 + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
*(byte *)(iVar2 + 0x70) = *(byte *)(iVar2 + 0x70) | 1;
}
*(int *)(iVar2 + 0x148) = iVar4;
}
goto LAB_006e379d;
}
iVar2 = *(int *)(this + 0x13f4);
}
else if (iVar2 == 0x2d) {
iVar2 = CBaseEntity::Create("item_suit",(Vector *)(this + 0x39c),(QAngle *)(this + 0x3a8),
(CBaseEntity *)0x0);
goto LAB_006e373e;
}
Warning("unable to create world_item %d\n",iVar2);
LAB_006e379d:
UTIL_RemoveImmediate((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.