CPropVehicleDriveable::Spawn
0x00b33ca0 · 305 bytes · __thiscall
_ZN21CPropVehicleDriveable5SpawnEv
Decompiled
undefined (1 param)
/* CPropVehicleDriveable::Spawn() */
void __thiscall CPropVehicleDriveable::Spawn(CPropVehicleDriveable *this)
{
int *piVar1;
char cVar2;
char *pcVar3;
undefined1 *puVar4;
undefined1 *puVar5;
undefined1 local_14 [8];
piVar1 = *(int **)(this + 0x1554);
if (piVar1 != (int *)0x0) {
(**(code **)(*piVar1 + 0x128))(piVar1);
*(undefined4 *)(this + 0x1554) = 0;
}
(**(code **)(*(int *)this + 0x3bc))(this);
pcVar3 = *(char **)(this + 0x1534);
if (pcVar3 == (char *)0x0) {
pcVar3 = "";
}
cVar2 = CBaseServerVehicle::Initialize(*(CBaseServerVehicle **)(this + 0x1554),pcVar3);
if (cVar2 == '\0') {
puVar4 = *(undefined1 **)(this + 0x1534);
if (puVar4 == (undefined1 *)0x0) {
puVar4 = &DAT_00d539c2;
}
puVar5 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x154) != (undefined1 *)0x0) {
puVar5 = *(undefined1 **)(this + 0x154);
}
Warning("Vehicle (%s) unable to properly initialize due to script error in (%s)!\n",puVar5,
puVar4);
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)CBaseEntity::SUB_Remove);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
return;
}
CPropVehicle::Spawn((CPropVehicle *)this);
*(undefined4 *)(this + 0x1628) = 0;
if (this[0x105] != (CPropVehicleDriveable)0x1) {
(**(code **)(*(int *)this + 0x224))(this,this + 0x105);
this[0x105] = (CPropVehicleDriveable)0x1;
}
this[0x1624] = (CPropVehicleDriveable)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.