CItem::Spawn
0x006e4130 · 329 bytes · __thiscall
_ZN5CItem5SpawnEv
Decompiled
undefined (1 param)
/* CItem::Spawn() */
void __thiscall CItem::Spawn(CItem *this)
{
char cVar1;
CBaseEntity::SetNetworkQuantizeOriginAngAngles((CBaseEntity *)this,true);
cVar1 = (**(code **)(*g_pGameRules + 0xb0))(g_pGameRules,this);
if (cVar1 == '\0') {
UTIL_Remove((CBaseEntity *)this);
return;
}
CBaseEntity::SetMoveType((CBaseEntity *)this,5,0);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2);
CBaseEntity::SetBlocksLOS((CBaseEntity *)this,false);
*(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 0x200000;
CBaseEntity::SetCollisionGroup((CBaseEntity *)this,0xb);
cVar1 = (**(code **)(*(int *)this + 0x3a4))(this);
if (cVar1 != '\0') {
CCollisionProperty::UseTriggerBounds((CCollisionProperty *)(this + 0x194),true,1.0);
}
*(code **)(this + 0xd8) = ItemTouch;
*(undefined4 *)(this + 0xdc) = 0;
cVar1 = (**(code **)(*(int *)this + 0x3bc))(this);
if (cVar1 != '\0') {
if (this[0x105] != (CItem)0x1) {
(**(code **)(*(int *)this + 0x224))(this,this + 0x105);
this[0x105] = (CItem)0x1;
}
if (((byte)this[0x148] & 1) == 0) {
CBaseEntity::NetworkQuantize((CBaseEntity *)this);
return;
}
ConstrainItem(this);
CBaseEntity::NetworkQuantize((CBaseEntity *)this);
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.