CTesselateVert::CTesselateVert
0x000d3e10 · 22 bytes · __thiscall
_ZN14CTesselateVertC2ERK10CVertIndexi
Decompiled
undefined (3 params)
/* CTesselateVert::CTesselateVert(CVertIndex const&, int) */
void __thiscall CTesselateVert::CTesselateVert(CTesselateVert *this,CVertIndex *param_1,int param_2)
{
*(undefined4 *)this = *(undefined4 *)param_1;
*(short *)(this + 4) = (short)param_2;
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.