CSurvivorRescue::Spawn
0x0096c300 · 386 bytes · __thiscall
_ZN15CSurvivorRescue5SpawnEv
Decompiled
undefined (1 param)
/* CSurvivorRescue::Spawn() */
void __thiscall CSurvivorRescue::Spawn(CSurvivorRescue *this)
{
CBaseEdict *pCVar1;
char cVar2;
int iVar3;
undefined *puVar4;
uint uVar5;
undefined1 local_14 [8];
uVar5 = *(uint *)(this + 0x148) | 1;
if (*(uint *)(this + 0x148) != uVar5) {
if (this[0x6c] == (CSurvivorRescue)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CSurvivorRescue)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x148) = uVar5;
}
CFlexExpresser::Spawn((CFlexExpresser *)this);
uVar5 = *(uint *)(this + 0x1920);
if ((((uVar5 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar5 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar5 >> 0xc)) && (*(int *)(puVar4 + 4) != 0)) {
if (this[0x6c] == (CSurvivorRescue)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CSurvivorRescue)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x1920) = 0xffffffff;
}
*(undefined4 *)(this + 0x1934) = 0;
if (this[0x121] != (CSurvivorRescue)0xa) {
if (this[0x6c] == (CSurvivorRescue)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CSurvivorRescue)((byte)this[0x70] | 1);
}
this[0x121] = (CSurvivorRescue)0xa;
}
*(undefined4 *)(this + 0x1930) = 0;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)AreaScanThink);
cVar2 = CDirector::AllowSurvivorRescue(TheDirector);
if (cVar2 != '\0') {
return;
}
UTIL_Remove((CBaseEntity *)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.