CVersusRandom::Spawn
0x006e81b0 · 147 bytes · __thiscall
_ZN13CVersusRandom5SpawnEv
Decompiled
undefined (1 param)
/* CVersusRandom::Spawn() */
void __thiscall CVersusRandom::Spawn(CVersusRandom *this)
{
int iVar1;
undefined1 *puVar2;
int iVar3;
CBaseEntityOutput *this_00;
iVar3 = 0;
*(undefined4 *)(this + 0x600) = 0;
this_00 = (CBaseEntityOutput *)(this + 0x440);
do {
iVar1 = CBaseEntityOutput::NumberOfElements(this_00);
if (iVar1 != 0) {
iVar1 = *(int *)(this + 0x600);
*(int *)(this + iVar1 * 4 + 0x5c0) = iVar3;
*(int *)(this + 0x600) = iVar1 + 1;
}
iVar3 = iVar3 + 1;
this_00 = this_00 + 0x18;
} while (iVar3 != 0x10);
if (*(int *)(this + 0x600) == 0) {
puVar2 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x154) != (undefined1 *)0x0) {
puVar2 = *(undefined1 **)(this + 0x154);
}
DevWarning("logic_versus_random entity %s has no outputs!\n",puVar2);
}
*(undefined4 *)(this + 0x610) = 0;
*(undefined4 *)(this + 0x618) = 0;
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.