CSteamJet::Spawn
0x00832fe0 · 187 bytes · __thiscall
_ZN9CSteamJet5SpawnEv
Decompiled
undefined (1 param)
/* CSteamJet::Spawn() */
void __thiscall CSteamJet::Spawn(CSteamJet *this)
{
CBaseEdict *pCVar1;
char cVar2;
int iVar3;
(**(code **)(*(int *)this + 0x6c))(this);
if (*(char **)(this + 0x7c) != "env_steamjet") {
cVar2 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)this,"env_steamjet");
if (cVar2 == '\0') goto LAB_0083300f;
}
if (this[0x460] != (CSteamJet)0x1) {
if (this[0x6c] == (CSteamJet)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CSteamJet)((byte)this[0x70] | 1);
}
this[0x460] = (CSteamJet)0x1;
}
LAB_0083300f:
if ((this[0x461] != (CSteamJet)0x0) && (*(int *)(this + 0x45c) != 1)) {
if (this[0x6c] == (CSteamJet)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
*(undefined4 *)(this + 0x45c) = 1;
}
else {
this[0x70] = (CSteamJet)((byte)this[0x70] | 1);
*(undefined4 *)(this + 0x45c) = 1;
}
}
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.