CPointSpotlight::OnEntityEvent
0x007dc7a0 · 280 bytes · __cdecl
_ZN15CPointSpotlight13OnEntityEventE13EntityEvent_tPv
Decompiled
undefined (2 params)
/* CPointSpotlight::OnEntityEvent(EntityEvent_t, void*) */
void CPointSpotlight::OnEntityEvent(CBaseEntity *param_1,int param_2)
{
uint uVar1;
undefined *puVar2;
undefined *puVar3;
undefined1 local_24 [20];
puVar3 = g_pEntityList;
if (param_2 == 2) {
uVar1 = *(uint *)(param_1 + 0x188);
if ((((uVar1 != 0xffffffff) &&
(puVar2 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar2 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar2 + 8) == uVar1 >> 0xc)) && (*(int *)(puVar2 + 4) != 0)) {
uVar1 = *(uint *)(param_1 + 0x470);
param_1[0x441] = (CBaseEntity)0x0;
if (((uVar1 != 0xffffffff) &&
(puVar3 = puVar3 + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
((*(uint *)(puVar3 + 8) == uVar1 >> 0xc &&
(*(CBaseEntity **)(puVar3 + 4) != (CBaseEntity *)0x0)))) {
CBaseEntity::SetMoveType(*(CBaseEntity **)(puVar3 + 4),4,0);
}
CBaseEntity::ThinkSet((_func_void *)local_24,(float)param_1,(char *)SpotlightThink);
CBaseEntity::SetNextThink(param_1,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
}
}
CBaseEntity::OnEntityEvent();
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.