CTimerEntity::Spawn
0x006e8630 · 114 bytes · __thiscall
_ZN12CTimerEntity5SpawnEv
Decompiled
undefined (1 param)
/* CTimerEntity::Spawn() */
void __thiscall CTimerEntity::Spawn(CTimerEntity *this)
{
if ((*(int *)(this + 0x494) == 0) &&
(*(float *)(this + 0x48c) <= 0.01 && *(float *)(this + 0x48c) != 0.01)) {
*(undefined4 *)(this + 0x48c) = 0x3c23d70a;
}
if ((*(int *)(this + 0x488) == 0) &&
((0.0 < *(float *)(this + 0x48c) || (*(int *)(this + 0x494) != 0)))) {
ResetTimer(this);
return;
}
*(undefined4 *)(this + 0x488) = 1;
CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)0x0);
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.