CWeaponSpawnConfigurable::Spawn
0x008dae70 · 113 bytes · __thiscall
_ZN24CWeaponSpawnConfigurable5SpawnEv
Decompiled
undefined (1 param)
/* CWeaponSpawnConfigurable::Spawn() */
void __thiscall CWeaponSpawnConfigurable::Spawn(CWeaponSpawnConfigurable *this)
{
if (*(int *)(this + 0x1458) == 0) {
CalculateSpawnCriteria(this);
if (this[0x1480] != (CWeaponSpawnConfigurable)0x0) goto LAB_008daeb1;
CDirectorItemManager::RegisterWeaponSpawn(*(CDirectorItemManager **)(TheDirector + 0x62c),this);
}
if (this[0x1480] == (CWeaponSpawnConfigurable)0x0) {
CWeaponSpawn::Spawn((CWeaponSpawn *)this);
return;
}
LAB_008daeb1:
MakeWeaponSelection(this,(EntityLocationInfo *)0x0);
CWeaponSpawn::Spawn((CWeaponSpawn *)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.