CPowerInfo::CPowerInfo
0x000d3eb0 · 43 bytes · __thiscall
_ZN10CPowerInfoC2EP9CVertInfoP10CFourVertsS3_S3_P11CTwoUShortsP8CTriInfo
Decompiled
undefined (7 params)
/* CPowerInfo::CPowerInfo(CVertInfo*, CFourVerts*, CFourVerts*, CFourVerts*, CTwoUShorts*,
CTriInfo*) */
void __thiscall
CPowerInfo::CPowerInfo
(CPowerInfo *this,CVertInfo *param_1,CFourVerts *param_2,CFourVerts *param_3,
CFourVerts *param_4,CTwoUShorts *param_5,CTriInfo *param_6)
{
*(CVertInfo **)this = param_1;
*(CFourVerts **)(this + 4) = param_2;
*(CFourVerts **)(this + 8) = param_3;
*(CFourVerts **)(this + 0xc) = param_4;
*(CTwoUShorts **)(this + 0x10) = param_5;
*(CTriInfo **)(this + 0x14) = param_6;
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.