CPhysicsCannister::Spawn
0x00787550 · 538 bytes · __thiscall
_ZN17CPhysicsCannister5SpawnEv
Decompiled
undefined (1 param)
/* CPhysicsCannister::Spawn() */
void __thiscall CPhysicsCannister::Spawn(CPhysicsCannister *this)
{
float fVar1;
code *pcVar2;
CBaseEdict *pCVar3;
undefined1 *puVar4;
int iVar5;
undefined1 *local_10;
(**(code **)(*(int *)this + 0x6c))(this);
pcVar2 = *(code **)(*(int *)this + 0x70);
(**(code **)(*(int *)this + 0x20))(&local_10,this);
puVar4 = &DAT_00d539c2;
if (local_10 != (undefined1 *)0x0) {
puVar4 = local_10;
}
(*pcVar2)(this,puVar4);
CBaseCombatCharacter::SetBloodColor((CBaseCombatCharacter *)this,-1);
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 1));
if (this[0x105] != (CPhysicsCannister)0x2) {
(**(code **)(*(int *)this + 0x224))(this,this + 0x105);
this[0x105] = (CPhysicsCannister)0x2;
}
CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)0x0);
if (*(int *)(this + 0x100) < 1) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
*(undefined4 *)(this + 0x100) = 0x19;
}
fVar1 = *(float *)(gpGlobals + 0xc);
if (fVar1 == *(float *)(this + 0x90)) {
fVar1 = *(float *)(this + 0x468);
}
else {
if (this[0x6c] == (CPhysicsCannister)0x0) {
pCVar3 = *(CBaseEdict **)(this + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this[0x70] = (CPhysicsCannister)((byte)this[0x70] | 1);
}
*(float *)(this + 0x90) = fVar1;
fVar1 = *(float *)(this + 0x468);
}
if (fVar1 == 0.0) {
fVar1 = *(float *)(this + 0x490);
}
else {
if (this[0x6c] == (CPhysicsCannister)0x0) {
pCVar3 = *(CBaseEdict **)(this + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this[0x70] = (CPhysicsCannister)((byte)this[0x70] | 1);
}
fVar1 = *(float *)(this + 0x490);
*(undefined4 *)(this + 0x468) = 0;
}
if (fVar1 != 0.0) {
if (this[0x6c] == (CPhysicsCannister)0x0) {
pCVar3 = *(CBaseEdict **)(this + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this[0x70] = (CPhysicsCannister)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x490) = 0;
}
this[0x1a8c] = (CPhysicsCannister)0x0;
this[0x1a74] = (CPhysicsCannister)0x0;
(**(code **)(*(int *)this + 0x290))(this);
if (*(int *)(this + 0x238) != 0) {
return;
}
UTIL_Remove((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.