CWeaponScavengeItemSpawn::InputSpawnScavengeItem
0x008d7120 · 660 bytes · __cdecl
_ZN24CWeaponScavengeItemSpawn22InputSpawnScavengeItemER11inputdata_t
Decompiled
undefined (1 param)
/* CWeaponScavengeItemSpawn::InputSpawnScavengeItem(inputdata_t&) */
void CWeaponScavengeItemSpawn::InputSpawnScavengeItem(inputdata_t *param_1)
{
CGlowProperty *this;
CBaseEdict *this_00;
undefined4 uVar1;
int iVar2;
char *pcVar3;
CBaseEntity *this_01;
undefined4 *puVar4;
int iVar5;
float fVar6;
float fVar7;
undefined1 local_40 [8];
float local_38;
undefined1 local_34 [12];
undefined4 local_28;
undefined4 local_24;
float local_20;
uVar1 = (**(code **)(*(int *)param_1 + 0x3cc))(param_1);
iVar2 = GetWeaponInfo(uVar1);
if (iVar2 != 0) {
pcVar3 = (char *)WeaponIDToClassname(uVar1);
this_01 = (CBaseEntity *)CreateEntityByName(pcVar3,-1,true);
if (this_01 == (CBaseEntity *)0x0) {
*(undefined4 *)(param_1 + 0x146c) = 0xffffffff;
Msg("Failed to spawn item by class %s\n",pcVar3);
UTIL_Remove((CBaseEntity *)param_1);
return;
}
puVar4 = (undefined4 *)(**(code **)(*(int *)this_01 + 0xc))(this_01);
*(undefined4 *)(param_1 + 0x146c) = *puVar4;
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
}
CBaseEntity::SetAbsOrigin(this_01,(Vector *)(param_1 + 0x2e0));
if (((byte)param_1[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)param_1);
}
CBaseEntity::SetAbsAngles(this_01,(QAngle *)(param_1 + 0x37c));
(**(code **)(*(int *)this_01 + 0x6c))(this_01);
if (((byte)this_01[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_01);
}
local_28 = *(undefined4 *)(this_01 + 0x2e0);
this = (CGlowProperty *)(this_01 + 0x1f0);
local_24 = *(undefined4 *)(this_01 + 0x2e4);
local_20 = *(float *)(this_01 + 0x2e8) + 12.0;
CBaseEntity::SetAbsOrigin(this_01,(Vector *)&local_28);
DispatchSpawn(this_01,true);
CGlowProperty::SetGlowState(this,*(int *)(param_1 + 0x1468));
CGlowProperty::SetGlowRange(this,0);
CGlowProperty::SetGlowColorOverride(this,0xffffff);
(**(code **)(*(int *)this_01 + 0x728))(this_01,param_1);
iVar2 = *(int *)(param_1 + 0x1450);
if ((-1 < iVar2) && (iVar2 != *(int *)(this_01 + 0x458))) {
if (this_01[0x6c] == (CBaseEntity)0x0) {
this_00 = *(CBaseEdict **)(this_01 + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
this_01[0x70] = (CBaseEntity)((byte)this_01[0x70] | 1);
}
*(int *)(this_01 + 0x458) = iVar2;
}
(**(code **)(*(int *)(this_01 + 0x194) + 0xc))(this_01 + 0x194,local_40,local_34);
if (((byte)this_01[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_01);
}
fVar7 = *(float *)(this_01 + 0x2e8);
fVar6 = fVar7 - local_38;
if (0.0 < fVar6) {
if (((byte)this_01[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition(this_01);
fVar7 = *(float *)(this_01 + 0x2e8);
}
local_28 = *(undefined4 *)(this_01 + 0x2e0);
local_20 = fVar7 + fVar6;
local_24 = *(undefined4 *)(this_01 + 0x2e4);
CBaseEntity::SetAbsOrigin(this_01,(Vector *)&local_28);
}
}
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.