CTriggerImpact::Spawn
0x00b1ee50 · 74 bytes · __thiscall
_ZN14CTriggerImpact5SpawnEv
Decompiled
undefined (1 param)
/* CTriggerImpact::Spawn() */
void __thiscall CTriggerImpact::Spawn(CTriggerImpact *this)
{
float fVar1;
float fVar2;
fVar2 = *(float *)(this + 0x5c4);
this[0x4b8] = (CTriggerImpact)0x1;
if (fVar2 <= 0.0) {
fVar2 = 0.0;
}
fVar1 = 0.0;
if (0.0 <= *(float *)(this + 0x5c8)) {
fVar1 = *(float *)(this + 0x5c8);
}
if (1.0 <= fVar2) {
fVar2 = 1.0;
}
if (1.0 <= fVar1) {
fVar1 = 1.0;
}
*(float *)(this + 0x5c4) = fVar2;
*(float *)(this + 0x5c8) = fVar1;
CTriggerMultiple::Spawn((CTriggerMultiple *)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.