CFlexExpresser::Spawn
0x008cff90 · 461 bytes · __thiscall
_ZN14CFlexExpresser5SpawnEv
Decompiled
undefined (1 param)
/* CFlexExpresser::Spawn() */
void __thiscall CFlexExpresser::Spawn(CFlexExpresser *this)
{
CBaseEdict *this_00;
int iVar1;
char *pcVar2;
char *local_10;
(**(code **)(*(int *)this + 0x20))(&local_10,this);
pcVar2 = "";
if (local_10 != (char *)0x0) {
pcVar2 = local_10;
}
if (*pcVar2 != '\0') {
CBaseEntity::PrecacheModel(pcVar2);
(**(code **)(*(int *)this + 0x70))(this,pcVar2);
}
(**(code **)(*(int *)this + 0x6c))(this);
if (((byte)this[0x148] & 1) == 0) {
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),2);
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 0x10));
}
else {
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
}
CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
if (this[0x105] != (CFlexExpresser)0x0) {
(**(code **)(*(int *)this + 0x224))(this,this + 0x105);
this[0x105] = (CFlexExpresser)0x0;
}
if (*(int *)(this + 0x100) != 80000) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
*(undefined4 *)(this + 0x100) = 80000;
}
if (*(float *)(this + 0x468) != 1.0) {
if (this[0x6c] == (CFlexExpresser)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 + 0x468) = 0x3f800000;
}
else {
this[0x70] = (CFlexExpresser)((byte)this[0x70] | 1);
*(undefined4 *)(this + 0x468) = 0x3f800000;
}
}
*(undefined4 *)(this + 0x440) = 0;
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 1.0,(char *)0x0);
CBaseAnimating::ResetSequenceInfo((CBaseAnimating *)this);
(**(code **)(*(int *)this + 0x374))(this);
CreateExpresser(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.