CEnvWeaponfire::Spawn
0x008cc1b0 · 450 bytes · __thiscall
_ZN14CEnvWeaponfire5SpawnEv
Decompiled
undefined (1 param)
/* CEnvWeaponfire::Spawn() */
void __thiscall CEnvWeaponfire::Spawn(CEnvWeaponfire *this)
{
CBaseEdict *this_00;
int iVar1;
CAmmoDef *pCVar2;
undefined4 uVar3;
undefined1 *puVar4;
float fVar5;
CPointEntity::Spawn((CPointEntity *)this);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
fVar5 = *(float *)(this + 0x448);
if (fVar5 <= 1.0) {
fVar5 = 1.0;
}
if (179.0 <= fVar5) {
fVar5 = 179.0;
}
*(float *)(this + 0x448) = fVar5;
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
*(undefined4 *)(this + 0x460) = *(undefined4 *)(this + 0x37c);
*(undefined4 *)(this + 0x464) = *(undefined4 *)(this + 0x380);
*(undefined4 *)(this + 0x468) = *(undefined4 *)(this + 900);
AngleVectors((QAngle *)(this + 0x460),(Vector *)(this + 0x46c));
iVar1 = *(int *)(this + 0x450);
if (iVar1 != 1) {
if (iVar1 == 2) {
*(undefined4 *)(this + 0x478) = 6;
pCVar2 = (CAmmoDef *)GetAmmoDef();
uVar3 = CAmmoDef::Index(pCVar2,"AMMO_TYPE_HUNTINGRIFLE");
*(undefined4 *)(this + 0x47c) = uVar3;
goto LAB_008cc2f7;
}
if (iVar1 == 3) {
*(undefined4 *)(this + 0x478) = 4;
pCVar2 = (CAmmoDef *)GetAmmoDef();
uVar3 = CAmmoDef::Index(pCVar2,"AMMO_TYPE_AUTOSHOTGUN");
*(undefined4 *)(this + 0x47c) = uVar3;
goto LAB_008cc2f7;
}
puVar4 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x154) != (undefined1 *)0x0) {
puVar4 = *(undefined1 **)(this + 0x154);
}
Warning("env_weaponfire %s has unknown weapon type %d\n",puVar4,iVar1);
if (*(int *)(this + 0x450) != 1) {
if (this[0x6c] == (CEnvWeaponfire)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
}
*(undefined4 *)(this + 0x450) = 1;
}
else {
this[0x70] = (CEnvWeaponfire)((byte)this[0x70] | 1);
*(undefined4 *)(this + 0x450) = 1;
}
}
}
*(undefined4 *)(this + 0x478) = 5;
pCVar2 = (CAmmoDef *)GetAmmoDef();
uVar3 = CAmmoDef::Index(pCVar2,"AMMO_TYPE_ASSAULTRIFLE");
*(undefined4 *)(this + 0x47c) = uVar3;
LAB_008cc2f7:
CBaseEntity::DispatchUpdateTransmitState((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.