CTriggerEscape::Spawn
0x00b1f3e0 · 200 bytes · __thiscall
_ZN14CTriggerEscape5SpawnEv
Decompiled
undefined (1 param)
/* CTriggerEscape::Spawn() */
void __thiscall CTriggerEscape::Spawn(CTriggerEscape *this)
{
float fVar1;
undefined1 local_14 [8];
CBaseTrigger::Spawn((CBaseTrigger *)this);
CBaseTrigger::InitTrigger((CBaseTrigger *)this);
if (this[0x4b8] != (CTriggerEscape)0x0) {
return;
}
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)TeamEscapeThink);
fVar1 = 0.0;
if (*(int *)(this + 0x30) != 0) {
fVar1 = (float)((*(int *)(this + 0x30) - *(int *)(gpGlobals + 0x58) >> 4) % 10) * 0.1;
}
CBaseEntity::SetNextThink
((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 10.0 + fVar1,(char *)0x0);
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.