CMapInfo::Spawn
0x008e7f50 · 125 bytes · __thiscall
_ZN8CMapInfo5SpawnEv
Decompiled
undefined (1 param)
/* CMapInfo::Spawn() */
void __thiscall CMapInfo::Spawn(CMapInfo *this)
{
char cVar1;
CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),0);
CBaseEntity::AddEffects((CBaseEntity *)this,0x20);
cVar1 = (**(code **)(*(int *)this + 0x324))(this);
if (cVar1 == '\0') {
if (g_pMapInfo != (CMapInfo *)0x0) {
Warning();
return;
}
g_pMapInfo = 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.