CMultiSource::Spawn
0x006e91e0 · 168 bytes · __thiscall
_ZN12CMultiSource5SpawnEv
Decompiled
undefined (1 param)
/* CMultiSource::Spawn() */
void __thiscall CMultiSource::Spawn(CMultiSource *this)
{
CBaseEdict *this_00;
int iVar1;
uint uVar2;
undefined1 local_14 [8];
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
uVar2 = *(uint *)(this + 0x148) | 1;
if (*(uint *)(this + 0x148) != uVar2) {
if (this[0x6c] == (CMultiSource)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
}
}
else {
this[0x70] = (CMultiSource)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x148) = uVar2;
}
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)Register);
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.