CBloodSplat::Spawn
0x007b0990 · 154 bytes · __thiscall
_ZN11CBloodSplat5SpawnEP11CBaseEntity
Decompiled
undefined (2 params)
/* CBloodSplat::Spawn(CBaseEntity*) */
void __thiscall CBloodSplat::Spawn(CBloodSplat *this,CBaseEntity *param_1)
{
undefined4 *puVar1;
undefined4 local_18;
undefined4 local_14;
float local_10;
puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0x288))(param_1);
local_18 = *puVar1;
local_14 = puVar1[1];
local_10 = (float)puVar1[2] + 32.0;
CBaseEntity::SetLocalOrigin((CBaseEntity *)this,(Vector *)&local_18);
CBaseEntity::SetLocalAngles((CBaseEntity *)this,(QAngle *)(param_1 + 0x3a8));
(**(code **)(*(int *)this + 0x50))(this,param_1);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)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.