CPointDevShotCamera::Spawn
0x007d9f70 · 173 bytes · __thiscall
_ZN19CPointDevShotCamera5SpawnEv
Decompiled
undefined (1 param)
/* CPointDevShotCamera::Spawn() */
void __thiscall CPointDevShotCamera::Spawn(CPointDevShotCamera *this)
{
int *piVar1;
int iVar2;
undefined1 local_14 [12];
CBaseEntity::Spawn((CBaseEntity *)this);
piVar1 = (int *)CommandLine_Tier0();
iVar2 = (**(code **)(*piVar1 + 0x28))(piVar1,"-makedevshots");
if (iVar2 != 0) {
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)DevShotThink_Setup);
CBaseEntity::SetNextThink
((CBaseEntity *)this,
*(float *)(gpGlobals + 0xc) + 5.0 + (float)(g_iDevShotCameraCount * 5),(char *)0x0);
g_iDevShotCameraCount = g_iDevShotCameraCount + 1;
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.