CFuelBarrelProp::Spawn
0x009055a0 · 154 bytes · __thiscall
_ZN15CFuelBarrelProp5SpawnEv
Decompiled
undefined (1 param)
/* CFuelBarrelProp::Spawn() */
void __thiscall CFuelBarrelProp::Spawn(CFuelBarrelProp *this)
{
int iVar1;
CPhysicsProp::Spawn((CPhysicsProp *)this);
iVar1 = *(int *)(fuel_barrel_health._28_4_ + 0x30);
if (iVar1 != *(int *)(this + 0x100)) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
*(int *)(this + 0x100) = iVar1;
}
if (this[0x105] != (CFuelBarrelProp)0x2) {
(**(code **)(*(int *)this + 0x224))(this,this + 0x105);
this[0x105] = (CFuelBarrelProp)0x2;
}
iVar1 = RandomInt(1,4);
*(float *)(this + 0x16a8) = (float)iVar1;
CBaseEntity::RemoveFlag((CBaseEntity *)this,0x10000);
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.