CRagdollBoogie::Spawn
0x00803d30 · 235 bytes · __thiscall
_ZN14CRagdollBoogie5SpawnEv
Decompiled
undefined (1 param)
/* CRagdollBoogie::Spawn() */
void __thiscall CRagdollBoogie::Spawn(CRagdollBoogie *this)
{
undefined4 uVar1;
undefined4 uVar2;
undefined4 uVar3;
undefined1 local_14 [8];
(**(code **)(*(int *)this + 0x6c))(this);
CBaseEntity::Spawn((CBaseEntity *)this);
uVar3 = 0;
uVar2 = 0;
uVar1 = 0;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)BoogieThink);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.01,(char *)0x0);
if (((byte)this[0x14a] & 1) != 0) {
(**(code **)(*random_valve + 4))(random_valve,0x3dcccccd,0x3e99999a,uVar1,uVar2,uVar3);
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)ZapThink);
}
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.