CLight::Spawn
0x006e5ba0 · 235 bytes · __thiscall
_ZN6CLight5SpawnEv
Decompiled
undefined (1 param)
/* CLight::Spawn() */
void __thiscall CLight::Spawn(CLight *this)
{
CLight CVar1;
int iVar2;
char *pcVar3;
char *pcVar4;
if (*(int *)(this + 0x154) == 0) {
UTIL_Remove((CBaseEntity *)this);
return;
}
iVar2 = *(int *)(this + 0x440);
if (0x1f < iVar2) {
if ((*(int *)(this + 0x448) == 0) && (0 < *(int *)(this + 0x444))) {
pcVar3 = (char *)GetDefaultLightstyleString(*(int *)(this + 0x444));
pcVar4 = (char *)0x0;
if ((pcVar3 != (char *)0x0) && (*pcVar3 != '\0')) {
pcVar4 = pcVar3;
}
CVar1 = this[0x148];
*(char **)(this + 0x448) = pcVar4;
iVar2 = *(int *)(this + 0x440);
}
else {
CVar1 = this[0x148];
}
if (((byte)CVar1 & 1) != 0) {
(**(code **)(*engine + 0xa0))(engine,iVar2,&DAT_00c908f8);
return;
}
if (*(int *)(this + 0x448) == 0) {
(**(code **)(*engine + 0xa0))(engine,iVar2,"m");
}
else {
(**(code **)(*engine + 0xa0))(engine,iVar2,*(int *)(this + 0x448));
}
}
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.