CTriggerPush::Spawn
0x00b1f080 · 160 bytes · __thiscall
_ZN12CTriggerPush5SpawnEv
Decompiled
undefined (1 param)
/* CTriggerPush::Spawn() */
void __thiscall CTriggerPush::Spawn(CTriggerPush *this)
{
Vector local_24 [12];
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
local_10 = *(undefined4 *)(this + 0x574);
local_14 = *(undefined4 *)(this + 0x570);
local_18 = *(undefined4 *)(this + 0x56c);
AngleVectors((QAngle *)&local_18,local_24);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
VectorIRotate((float *)local_24,(matrix3x4_t *)(this + 0x28c),(float *)(this + 0x56c));
CBaseTrigger::Spawn((CBaseTrigger *)this);
CBaseTrigger::InitTrigger((CBaseTrigger *)this);
if (*(float *)(this + 0x11c) == 0.0) {
*(undefined4 *)(this + 0x11c) = 0x42c80000;
}
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.