CFuncTrain::Spawn
0x00b08f90 · 269 bytes · __thiscall
_ZN10CFuncTrain5SpawnEv
Decompiled
undefined (1 param)
/* CFuncTrain::Spawn() */
void __thiscall CFuncTrain::Spawn(CFuncTrain *this)
{
code *pcVar1;
undefined1 *puVar2;
undefined4 uVar3;
undefined1 *local_20 [4];
(**(code **)(*(int *)this + 0x6c))(this);
if (*(float *)(this + 0x11c) == 0.0) {
*(undefined4 *)(this + 0x11c) = 0x42c80000;
}
if (*(int *)(this + 0xf8) == 0) {
uVar3 = CBaseEntity::GetDebugName((CBaseEntity *)this);
Warning("FuncTrain \'%s\' has no target.\n",uVar3);
}
if (*(float *)(this + 0x4dc) == 0.0) {
*(undefined4 *)(this + 0x4dc) = 0x40000000;
}
CBaseEntity::SetMoveType((CBaseEntity *)this,7,0);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),1);
pcVar1 = *(code **)(*(int *)this + 0x70);
(**(code **)(*(int *)this + 0x20))(local_20,this);
puVar2 = &DAT_00d539c2;
if (local_20[0] != (undefined1 *)0x0) {
puVar2 = local_20[0];
}
(*pcVar1)(this,puVar2);
if (((byte)this[0x148] & 8) != 0) {
CCollisionProperty::SetSolidFlags
((CCollisionProperty *)(this + 0x194),(uint)(*(ushort *)(this + 0x1b4) | 4));
}
this[0x4d4] = (CFuncTrain)0x0;
if (*(float *)(this + 0x4c4) == 0.0) {
*(undefined4 *)(this + 0x4c4) = 0x3f59999a;
}
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.