SavedWeaponSpawn::PreSpawn
0x00867990 · 919 bytes · __thiscall
_ZN16SavedWeaponSpawn8PreSpawnEP11CBaseEntity
Decompiled
undefined (2 params)
/* SavedWeaponSpawn::PreSpawn(CBaseEntity*) */
void __thiscall SavedWeaponSpawn::PreSpawn(SavedWeaponSpawn *this,CBaseEntity *param_1)
{
CBaseEdict *this_00;
code *pcVar1;
char *pcVar2;
CBaseEntity *this_01;
undefined4 uVar3;
undefined1 *puVar4;
int iVar5;
int iVar6;
int in_GS_OFFSET;
double dVar7;
double dVar8;
double dVar9;
undefined1 *local_40 [4];
float local_30;
float local_2c;
float local_28;
Color local_24;
undefined1 local_23;
undefined1 local_22;
undefined1 local_21;
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
pcVar2 = (char *)KeyValues::GetString(*(KeyValues **)(this + 4),"pos","");
local_30 = vec3_origin;
local_2c = DAT_01053d4c;
local_28 = DAT_01053d50;
sscanf(pcVar2,"%f %f %f",(Vector *)&local_30,&local_2c,&local_28);
CBaseEntity::SetAbsOrigin(param_1,(Vector *)&local_30);
pcVar2 = (char *)KeyValues::GetString(*(KeyValues **)(this + 4),"angles","");
local_30 = (float)vec3_angle;
local_2c = DAT_01053d40;
local_28 = DAT_01053d44;
sscanf(pcVar2,"%f %f %f",(Vector *)&local_30,&local_2c,&local_28);
CBaseEntity::SetAbsAngles(param_1,(QAngle *)&local_30);
pcVar2 = (char *)KeyValues::GetString(*(KeyValues **)(this + 4),"vel","");
local_30 = vec3_origin;
local_2c = DAT_01053d4c;
local_28 = DAT_01053d50;
sscanf(pcVar2,"%f %f %f",(Vector *)&local_30,&local_2c,&local_28);
CBaseEntity::SetAbsVelocity(param_1,(Vector *)&local_30);
if (param_1 != (CBaseEntity *)0x0) {
this_01 = (CBaseEntity *)
__dynamic_cast(param_1,&CBaseEntity::typeinfo,&CWeaponSpawn::typeinfo,0);
if (this_01 != (CBaseEntity *)0x0) {
uVar3 = KeyValues::GetInt(*(KeyValues **)(this + 4),"itemCount",0);
*(undefined4 *)(this_01 + 0x144c) = uVar3;
KeyValues::GetString(*(KeyValues **)(this + 4),"model","");
AllocPooledString((char *)local_40);
*(undefined1 **)(this_01 + 0x260) = local_40[0];
CBaseEntity::DispatchUpdateTransmitState(this_01);
puVar4 = &DAT_00d539c2;
if (local_40[0] != (undefined1 *)0x0) {
puVar4 = local_40[0];
}
iVar5 = (**(code **)(*soundemitterbase + 0x88))(soundemitterbase,puVar4);
if (iVar5 != *(int *)(this_01 + 0xf4)) {
if (this_01[0x6c] == (CBaseEntity)0x0) {
this_00 = *(CBaseEdict **)(this_01 + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar6 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar6 + 2) = 0;
}
}
else {
this_01[0x70] = (CBaseEntity)((byte)this_01[0x70] | 1);
}
*(int *)(this_01 + 0xf4) = iVar5;
}
pcVar1 = *(code **)(*(int *)this_01 + 0x3d8);
uVar3 = KeyValues::GetInt(*(KeyValues **)(this + 4),"weaponID",0);
(*pcVar1)(this_01,uVar3);
uVar3 = KeyValues::GetInt(*(KeyValues **)(this + 4),"weaponskin",0);
*(undefined4 *)(this_01 + 0x1450) = uVar3;
goto LAB_00867c12;
}
}
pcVar2 = (char *)KeyValues::GetString(*(KeyValues **)(this + 4),"pos","");
local_30 = vec3_origin;
local_2c = DAT_01053d4c;
local_28 = DAT_01053d50;
sscanf(pcVar2,"%f %f %f",(Vector *)&local_30,&local_2c,&local_28);
dVar9 = (double)local_28;
dVar8 = (double)local_2c;
dVar7 = (double)local_30;
uVar3 = KeyValues::GetString(*(KeyValues **)(this + 4),"classname","");
local_24 = 0;
local_23 = 0xff;
local_22 = 0xc0;
local_21 = 0xff;
ConColorMsg(&local_24,"Removing bad weapon spawn %s at %.0f, %.0f, %.0f\n",uVar3,dVar7,dVar8,dVar9
);
UTIL_Remove(param_1);
LAB_00867c12:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.