CPointHurt::Spawn
0x007d8da0 · 283 bytes · __thiscall
_ZN10CPointHurt5SpawnEv
Decompiled
undefined (1 param)
/* CPointHurt::Spawn() */
void __thiscall CPointHurt::Spawn(CPointHurt *this)
{
undefined1 local_14 [8];
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
*(undefined4 *)(this + 0xe0) = 0;
*(undefined4 *)(this + 0xe4) = 0;
*(undefined4 *)(this + 0x454) = 0xffffffff;
if (((byte)this[0x148] & 1) != 0) {
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)HurtThink);
}
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
if (*(float *)(this + 0x448) <= 0.0) {
*(undefined4 *)(this + 0x448) = 0x43000000;
}
if (*(int *)(this + 0x440) < 1) {
*(undefined4 *)(this + 0x440) = 2;
}
if (*(float *)(this + 0x44c) <= 0.0) {
*(undefined4 *)(this + 0x44c) = 0x3dcccccd;
}
/* WARNING: Could not recover jumptable at 0x007d8e6a. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x6c))();
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.