SavedEntity::SavedEntity
0x008684a0 · 438 bytes · __thiscall
_ZN11SavedEntityC1EP11CBaseEntity
Decompiled
undefined (2 params)
/* SavedEntity::SavedEntity(CBaseEntity*) */
void __thiscall SavedEntity::SavedEntity(SavedEntity *this,CBaseEntity *param_1)
{
KeyValues *this_00;
char *pcVar1;
uint in_stack_ffffffc8;
*(undefined ***)this = &PTR__SavedEntity_00cda8a0;
this_00 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffc8);
/* try { // try from 008684de to 008684e2 has its CatchHandler @ 0086865d */
KeyValues::KeyValues(this_00,"item",(IKeyValuesSystem *)0x0,false);
*(KeyValues **)(this + 4) = this_00;
pcVar1 = "";
if (*(char **)(param_1 + 0x7c) != (char *)0x0) {
pcVar1 = *(char **)(param_1 + 0x7c);
}
KeyValues::SetString(this_00,"classname",pcVar1);
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(param_1);
}
pcVar1 = (char *)UTIL_VarArgs("%f %f %f",(double)*(float *)(param_1 + 0x2e0),
(double)*(float *)(param_1 + 0x2e4),
(double)*(float *)(param_1 + 0x2e8));
KeyValues::SetString(*(KeyValues **)(this + 4),"pos",pcVar1);
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(param_1);
}
pcVar1 = (char *)UTIL_VarArgs("%f %f %f",(double)*(float *)(param_1 + 0x37c),
(double)*(float *)(param_1 + 0x380),
(double)*(float *)(param_1 + 900));
KeyValues::SetString(*(KeyValues **)(this + 4),"angles",pcVar1);
if (((byte)param_1[0x14d] & 0x10) != 0) {
CBaseEntity::CalcAbsoluteVelocity(param_1);
}
pcVar1 = (char *)UTIL_VarArgs("%f %f %f",(double)*(float *)(param_1 + 0x274),
(double)*(float *)(param_1 + 0x278),
(double)*(float *)(param_1 + 0x27c));
KeyValues::SetString(*(KeyValues **)(this + 4),"vel",pcVar1);
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.