CTriggerWind::Spawn
0x00b13cf0 · 130 bytes · __thiscall
_ZN12CTriggerWind5SpawnEv
Decompiled
undefined (1 param)
/* CTriggerWind::Spawn() */
void __thiscall CTriggerWind::Spawn(CTriggerWind *this)
{
undefined1 local_14 [12];
this[0x474] = (CTriggerWind)0x1;
*(int *)(this + 0x45c) = (int)*(float *)(this + 0x3ac);
CBaseVPhysicsTrigger::Spawn((CBaseVPhysicsTrigger *)this);
*(undefined4 *)(this + 0x454) = *(undefined4 *)(this + 0x44c);
*(undefined4 *)(this + 0x464) = *(undefined4 *)(this + 0x45c);
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)WindThink);
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.