CBaseUpgradeItem::Spawn
0x00a083e0 · 167 bytes · __thiscall
_ZN16CBaseUpgradeItem5SpawnEv
Decompiled
undefined (1 param)
/* CBaseUpgradeItem::Spawn() */
void __thiscall CBaseUpgradeItem::Spawn(CBaseUpgradeItem *this)
{
code *pcVar1;
CBaseEdict *this_00;
undefined4 uVar2;
int iVar3;
*(undefined4 *)(this + 0x144c) = 4;
VisibilityMonitor_AddEntity
((CBaseEntity *)this,360.0,CWeaponSpawn::WeaponSpawnVisibilityMonitorCallback,
CTerrorPlayer::UpgradedFilter);
CWeaponSpawn::Spawn((CWeaponSpawn *)this);
pcVar1 = *(code **)(*(int *)this + 0x70);
uVar2 = (**(code **)(*(int *)this + 0x3c8))(this);
(*pcVar1)(this,uVar2);
if (*(int *)(this + 0x146c) == 0) {
return;
}
if (this[0x6c] == (CBaseUpgradeItem)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
*(undefined4 *)(this + 0x146c) = 0;
}
else {
this[0x70] = (CBaseUpgradeItem)((byte)this[0x70] | 1);
*(undefined4 *)(this + 0x146c) = 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.