CPropVehicle::Spawn
0x00b33ba0 · 242 bytes · __thiscall
_ZN12CPropVehicle5SpawnEv
Decompiled
undefined (1 param)
/* CPropVehicle::Spawn() */
void __thiscall CPropVehicle::Spawn(CPropVehicle *this)
{
undefined4 uVar1;
char cVar2;
int iVar3;
undefined4 uVar4;
undefined4 *puVar5;
char *pcVar6;
iVar3 = (**(code **)(*(int *)this + 0x18c))(this);
if (iVar3 == 0) {
uVar4 = 0;
}
else {
uVar4 = __dynamic_cast(iVar3,&IServerVehicle::typeinfo,&CFourWheelServerVehicle::typeinfo,0);
}
puVar5 = (undefined4 *)(**(code **)(*(int *)this + 0xc))(this);
uVar1 = *puVar5;
*(undefined4 *)(this + 0x1400) = uVar4;
*(undefined4 *)(this + 0x13fc) = uVar1;
CBaseProp::Spawn((CBaseProp *)this);
CBaseEntity::SetCollisionGroup((CBaseEntity *)this,7);
CFourWheelVehiclePhysics::Spawn((CFourWheelVehiclePhysics *)(this + 0x13f8));
pcVar6 = "";
if (*(char **)(this + 0x1534) != (char *)0x0) {
pcVar6 = *(char **)(this + 0x1534);
}
cVar2 = CFourWheelVehiclePhysics::Initialize
((CFourWheelVehiclePhysics *)(this + 0x13f8),pcVar6,*(uint *)(this + 0x1530));
if (cVar2 != '\0') {
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
*(undefined4 *)(this + 0x1538) = 0;
*(undefined4 *)(this + 0x153c) = 0;
*(undefined4 *)(this + 0x1540) = 0;
}
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.