CFuncBrush::Spawn
0x006f5b50 · 293 bytes · __thiscall
_ZN10CFuncBrush5SpawnEv
Decompiled
undefined (1 param)
/* CFuncBrush::Spawn() */
void __thiscall CFuncBrush::Spawn(CFuncBrush *this)
{
CCollisionProperty *this_00;
code *pcVar1;
int iVar2;
undefined1 *puVar3;
undefined1 *local_20 [4];
this_00 = (CCollisionProperty *)(this + 0x194);
CBaseEntity::SetMoveType((CBaseEntity *)this,7,0);
CCollisionProperty::SetSolid(this_00,6);
*(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 0x40000;
if (*(int *)(this + 0x440) == 1) {
CCollisionProperty::SetSolidFlags(this_00,(uint)(*(ushort *)(this + 0x1b4) | 4));
}
pcVar1 = *(code **)(*(int *)this + 0x70);
(**(code **)(*(int *)this + 0x20))(local_20,this);
puVar3 = &DAT_00d539c2;
if (local_20[0] != (undefined1 *)0x0) {
puVar3 = local_20[0];
}
(*pcVar1)(this,puVar3);
if (*(int *)(this + 0x444) == 0) {
iVar2 = *(int *)(this + 0x154);
}
else {
TurnOff(this);
iVar2 = *(int *)(this + 0x154);
}
if ((iVar2 == 0) || (*(int *)(this + 0x84) == 0)) {
CBaseEntity::AddFlag((CBaseEntity *)this,0x1000000);
}
(**(code **)(*(int *)this + 0x290))(this);
if (this[0x448] != (CFuncBrush)0x0) {
CCollisionProperty::SetSolid(this_00,1);
}
CBaseEntity::SetNetworkQuantizeOriginAngAngles((CBaseEntity *)this,true);
CBaseEntity::NetworkQuantize((CBaseEntity *)this);
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.