CTriggerHurt::Spawn
0x00b1eb10 · 328 bytes · __thiscall
_ZN12CTriggerHurt5SpawnEv
Decompiled
undefined (1 param)
/* CTriggerHurt::Spawn() */
void __thiscall CTriggerHurt::Spawn(CTriggerHurt *this)
{
float fVar1;
longdouble lVar2;
undefined4 uVar3;
undefined4 uVar4;
undefined4 uVar5;
undefined1 local_14 [8];
CBaseTrigger::Spawn((CBaseTrigger *)this);
CBaseTrigger::InitTrigger((CBaseTrigger *)this);
*(undefined4 *)(this + 0x56c) = *(undefined4 *)(this + 0x570);
CBaseEntity::SetNextThink((CBaseEntity *)this,-1.0,(char *)0x0);
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
if (((byte)this[0x582] & 4) != 0) {
uVar5 = 0;
uVar4 = 0;
uVar3 = 0;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)RadiationThink);
fVar1 = *(float *)(gpGlobals + 0xc);
lVar2 = (longdouble)
(**(code **)(*random_valve + 4))(random_valve,0,0x3f000000,uVar3,uVar4,uVar5);
CBaseEntity::SetNextThink((CBaseEntity *)this,(float)lVar2 + fVar1,(char *)0x0);
}
if (TheNavMesh != 0) {
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)NavThink);
}
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.