CSmokeCloudSystem::LevelInitPreEntity
0x00908920 · 174 bytes · __thiscall
_ZN17CSmokeCloudSystem18LevelInitPreEntityEv
Decompiled
undefined (1 param)
/* CSmokeCloudSystem::LevelInitPreEntity() */
void __thiscall CSmokeCloudSystem::LevelInitPreEntity(CSmokeCloudSystem *this)
{
int *piVar1;
longdouble lVar2;
piVar1 = gameeventmanager;
this[0x14] = (CSmokeCloudSystem)0x1;
(**(code **)(*piVar1 + 0x10))(piVar1,this + 0xc,"player_death",1);
lVar2 = (longdouble)CountdownTimer::Now();
if ((float)lVar2 + 1.0 != *(float *)(this + 0x20)) {
(**(code **)(*(int *)(this + 0x18) + 4))(this + 0x18,this + 0x20);
*(float *)(this + 0x20) = (float)lVar2 + 1.0;
}
if (*(float *)(this + 0x1c) != 1.0) {
(**(code **)(*(int *)(this + 0x18) + 4))(this + 0x18,this + 0x1c);
*(undefined4 *)(this + 0x1c) = 0x3f800000;
}
*(undefined4 *)(this + 0x30) = 0;
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.