CBaseTrigger::Spawn
0x00b164e0 · 226 bytes · __thiscall
_ZN12CBaseTrigger5SpawnEv
Decompiled
undefined (1 param)
/* CBaseTrigger::Spawn() */
void __thiscall CBaseTrigger::Spawn(CBaseTrigger *this)
{
CBaseEdict *pCVar1;
int iVar2;
uint uVar3;
uint uVar4;
uVar3 = *(uint *)(this + 0x148);
if (((uVar3 & 0x810) != 0) && (uVar4 = uVar3 | 2, uVar3 != uVar4)) {
if (this[0x6c] == (CBaseTrigger)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CBaseTrigger)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x148) = uVar4;
uVar3 = uVar4;
}
if (((uVar3 & 0x20) != 0) && (uVar4 = uVar3 | 1, uVar3 != uVar4)) {
if (this[0x6c] == (CBaseTrigger)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CBaseTrigger)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x148) = uVar4;
uVar3 = uVar4;
}
if (((uVar3 & 0x200) != 0) && (uVar4 = uVar3 | 1, uVar3 != uVar4)) {
if (this[0x6c] == (CBaseTrigger)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
*(uint *)(this + 0x148) = uVar4;
}
else {
this[0x70] = (CBaseTrigger)((byte)this[0x70] | 1);
*(uint *)(this + 0x148) = uVar4;
}
}
CBaseEntity::Spawn((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.