CPhysicsPropRespawnable::Spawn
0x007eb430 · 364 bytes · __thiscall
_ZN23CPhysicsPropRespawnable5SpawnEv
Decompiled
undefined (1 param)
/* CPhysicsPropRespawnable::Spawn() */
void __thiscall CPhysicsPropRespawnable::Spawn(CPhysicsPropRespawnable *this)
{
undefined4 *puVar1;
CPhysicsProp::Spawn((CPhysicsProp *)this);
if (((byte)this[0x14d] & 8) == 0) {
*(undefined4 *)(this + 0x1688) = *(undefined4 *)(this + 0x2e0);
*(undefined4 *)(this + 0x168c) = *(undefined4 *)(this + 0x2e4);
*(undefined4 *)(this + 0x1690) = *(undefined4 *)(this + 0x2e8);
}
else {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
*(undefined4 *)(this + 0x1688) = *(undefined4 *)(this + 0x2e0);
*(undefined4 *)(this + 0x168c) = *(undefined4 *)(this + 0x2e4);
*(undefined4 *)(this + 0x1690) = *(undefined4 *)(this + 0x2e8);
if ((*(uint *)(this + 0x14c) & 0x800) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
}
*(undefined4 *)(this + 0x1694) = *(undefined4 *)(this + 0x37c);
*(undefined4 *)(this + 0x1698) = *(undefined4 *)(this + 0x380);
*(undefined4 *)(this + 0x169c) = *(undefined4 *)(this + 900);
puVar1 = (undefined4 *)(**(code **)(*(int *)(this + 0x194) + 4))(this + 0x194);
*(undefined4 *)(this + 0x16a0) = *puVar1;
*(undefined4 *)(this + 0x16a4) = puVar1[1];
*(undefined4 *)(this + 0x16a8) = puVar1[2];
puVar1 = (undefined4 *)(**(code **)(*(int *)(this + 0x194) + 8))(this + 0x194);
*(undefined4 *)(this + 0x16ac) = *puVar1;
*(undefined4 *)(this + 0x16b0) = puVar1[1];
*(undefined4 *)(this + 0x16b4) = puVar1[2];
if (*(float *)(this + 0x16b8) == 0.0) {
*(undefined4 *)(this + 0x16b8) = 0x42700000;
}
(**(code **)(*(int *)this + 0x50))(this,0);
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.