CMapEntitySpawner::CMapEntitySpawner
0x006f1820 · 95 bytes · __thiscall
_ZN17CMapEntitySpawnerC2Ev
Decompiled
undefined (1 param)
/* CMapEntitySpawner::CMapEntitySpawner() */
void __thiscall CMapEntitySpawner::CMapEntitySpawner(CMapEntitySpawner *this)
{
void *pvVar1;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 0x20) = 0;
/* try { // try from 006f185d to 006f1870 has its CatchHandler @ 006f187f */
pvVar1 = operator_new__(0x8000);
*(void **)(this + 4) = pvVar1;
pvVar1 = operator_new__(0x10000);
*(void **)(this + 8) = pvVar1;
*this = (CMapEntitySpawner)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.