CWorld::CWorld
0x00b63160 · 277 bytes · __thiscall
_ZN6CWorldC1Ev
Decompiled
undefined (1 param)
/* CWorld::CWorld() */
void __thiscall CWorld::CWorld(CWorld *this)
{
CBaseEdict *pCVar1;
edict_t *peVar2;
int iVar3;
CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
*(undefined ***)this = &PTR__CWorld_00d52708;
*(uint *)(this + 0x14c) = *(uint *)(this + 0x14c) | 0x410;
peVar2 = *(edict_t **)(gpGlobals + 0x58);
if ((peVar2 != (edict_t *)0x0) && (((byte)*peVar2 & 2) != 0)) {
peVar2 = (edict_t *)0x0;
}
/* try { // try from 00b631ac to 00b6325a has its CatchHandler @ 00b63290 */
CServerNetworkProperty::AttachEdict((CServerNetworkProperty *)(this + 0x24),peVar2);
ActivityList_Init();
EventList_Init();
CCollisionProperty::SetSolid((CCollisionProperty *)(this + 0x194),1);
CBaseEntity::SetMoveType((CBaseEntity *)this,0,0);
if (this[0x475] != (CWorld)0x0) {
if (this[0x6c] == (CWorld)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CWorld)((byte)this[0x70] | 1);
}
this[0x475] = (CWorld)0x0;
}
if (*(int *)(this + 0x478) == 0) {
return;
}
if (this[0x6c] == (CWorld)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
*(undefined4 *)(this + 0x478) = 0;
}
else {
this[0x70] = (CWorld)((byte)this[0x70] | 1);
*(undefined4 *)(this + 0x478) = 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.