CScriptTriggerMultiple::Spawn
0x00b23da0 · 161 bytes · __thiscall
_ZN22CScriptTriggerMultiple5SpawnEv
Decompiled
undefined (1 param)
/* CScriptTriggerMultiple::Spawn() */
void __thiscall CScriptTriggerMultiple::Spawn(CScriptTriggerMultiple *this)
{
uint local_18;
uint local_14;
uint local_10;
CTriggerMultiple::Spawn((CTriggerMultiple *)this);
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),3);
local_10 = *(uint *)(this + 0x5c8) ^ 0x80000000;
local_14 = *(uint *)(this + 0x5c4) ^ 0x80000000;
local_18 = *(uint *)(this + 0x5c0) ^ 0x80000000;
CCollisionProperty::SetCollisionBounds
((CCollisionProperty *)(this + 0x194),(Vector *)&local_18,(Vector *)(this + 0x5c0));
CBaseEntity::VPhysicsInitShadow((CBaseEntity *)this,false,false,(solid_t *)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.