SavedWeaponSpawn::PostSpawn
0x00866f80 · 70 bytes · __thiscall
_ZN16SavedWeaponSpawn9PostSpawnEP11CBaseEntity
Decompiled
undefined (2 params)
/* SavedWeaponSpawn::PostSpawn(CBaseEntity*) */
void __thiscall SavedWeaponSpawn::PostSpawn(SavedWeaponSpawn *this,CBaseEntity *param_1)
{
int iVar1;
iVar1 = KeyValues::GetInt(*(KeyValues **)(this + 4),"shadow",0);
if (iVar1 != 0) {
return;
}
CBaseEntity::AddEffects(param_1,0x10);
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.