CBaseMoveBehavior::Spawn
0x006f7390 · 159 bytes · __thiscall
_ZN17CBaseMoveBehavior5SpawnEv
Decompiled
undefined (1 param)
/* CBaseMoveBehavior::Spawn() */
void __thiscall CBaseMoveBehavior::Spawn(CBaseMoveBehavior *this)
{
*(CBaseMoveBehavior **)(this + 0x490) = this;
*(undefined4 *)(this + 0x4a0) = 0;
CBaseEntity::SetMoveType((CBaseEntity *)this,7,0);
*(undefined4 *)(this + 0x440) = *(undefined4 *)(this + 0x39c);
*(undefined4 *)(this + 0x444) = *(undefined4 *)(this + 0x3a0);
*(undefined4 *)(this + 0x448) = *(undefined4 *)(this + 0x3a4);
*(undefined4 *)(this + 0x44c) = *(undefined4 *)(this + 0x3a8);
*(undefined4 *)(this + 0x450) = *(undefined4 *)(this + 0x3ac);
*(undefined4 *)(this + 0x454) = *(undefined4 *)(this + 0x3b0);
CPathKeyFrame::Spawn((CPathKeyFrame *)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.