CSkyCamera::Spawn
0x008224e0 · 222 bytes · __thiscall
_ZN10CSkyCamera5SpawnEv
Decompiled
undefined (1 param)
/* CSkyCamera::Spawn() */
void __thiscall CSkyCamera::Spawn(CSkyCamera *this)
{
int iVar1;
if (((*(float *)(this + 0x39c) != *(float *)(this + 0x448)) ||
(*(float *)(this + 0x3a0) != *(float *)(this + 0x44c))) ||
(*(float *)(this + 0x3a4) != *(float *)(this + 0x450))) {
(**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x448);
*(undefined4 *)(this + 0x448) = *(undefined4 *)(this + 0x39c);
*(undefined4 *)(this + 0x44c) = *(undefined4 *)(this + 0x3a0);
*(undefined4 *)(this + 0x450) = *(undefined4 *)(this + 0x3a4);
}
iVar1 = (**(code **)(*engine + 0x104))(engine,this + 0x448);
if (iVar1 != *(int *)(this + 0x454)) {
(**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x454);
*(int *)(this + 0x454) = iVar1;
}
/* WARNING: Could not recover jumptable at 0x008225bc. 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.