CFuncTrackChange::Spawn
0x00b0b9d0 · 303 bytes · __thiscall
_ZN16CFuncTrackChange5SpawnEv
Decompiled
undefined (1 param)
/* CFuncTrackChange::Spawn() */
void __thiscall CFuncTrackChange::Spawn(CFuncTrackChange *this)
{
undefined1 local_14 [12];
CFuncPlat::Setup((CFuncPlat *)this);
if (((byte)this[0x148] & 0x10) != 0) {
*(undefined4 *)(this + 0x468) = *(undefined4 *)(this + 0x3a4);
}
CFuncPlatRot::SetupRotation((CFuncPlatRot *)this);
if (((byte)this[0x148] & 8) == 0) {
UTIL_SetOrigin((CBaseEntity *)this,(Vector *)(this + 0x454),false);
*(undefined4 *)(this + 0x440) = 0;
CBaseEntity::SetLocalAngles((CBaseEntity *)this,(QAngle *)(this + 0x4d4));
*(undefined4 *)(this + 0x508) = 1;
}
else {
UTIL_SetOrigin((CBaseEntity *)this,(Vector *)(this + 0x460),false);
*(undefined4 *)(this + 0x440) = 1;
CBaseEntity::SetLocalAngles((CBaseEntity *)this,(QAngle *)(this + 0x4e0));
*(undefined4 *)(this + 0x508) = 0;
}
*(undefined4 *)(this + 0x50c) = 1;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)Find);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 2.0,(char *)0x0);
/* WARNING: Could not recover jumptable at 0x00b0bac0. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0x6c))();
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.