CTeamVehicleSpawnPoint::Activate
0x0083d080 · 86 bytes · __thiscall
_ZN22CTeamVehicleSpawnPoint8ActivateEv
Decompiled
undefined (1 param)
/* CTeamVehicleSpawnPoint::Activate() */
void __thiscall CTeamVehicleSpawnPoint::Activate(CTeamVehicleSpawnPoint *this)
{
int iVar1;
undefined4 uVar2;
CTeamSpawnPoint::Activate((CTeamSpawnPoint *)this);
iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
if (0 < iVar1) {
iVar1 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
if (iVar1 < 0x21) {
return;
}
}
uVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
Warning("info_vehicle_groundspawn with invalid team number: %d\n",uVar2);
UTIL_Remove((CBaseEntity *)this);
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.