CSpatialPartition::CreateHandle
0x001dbd80 · 90 bytes · __thiscall
_ZN17CSpatialPartition12CreateHandleEP13IHandleEntityiRK6VectorS4_
Decompiled
undefined (5 params)
/* CSpatialPartition::CreateHandle(IHandleEntity*, int, Vector const&, Vector const&) */
uint __thiscall
CSpatialPartition::CreateHandle
(CSpatialPartition *this,IHandleEntity *param_1,int param_2,Vector *param_3,
Vector *param_4)
{
uint uVar1;
uVar1 = (**(code **)(*(int *)this + 8))(this,param_1);
(**(code **)(*(int *)this + 0x14))(this,param_2,uVar1 & 0xffff);
(**(code **)(*(int *)this + 0x90))(this,uVar1 & 0xffff,param_3,param_4);
return uVar1;
}
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.