CTextureReference::InitRenderTarget
0x00281560 · 129 bytes · __thiscall
_ZN17CTextureReference16InitRenderTargetEii22RenderTargetSizeMode_t11ImageFormat27MaterialRenderTargetDepth_tbPc
Decompiled
undefined (8 params)
/* CTextureReference::InitRenderTarget(int, int, RenderTargetSizeMode_t, ImageFormat,
MaterialRenderTargetDepth_t, bool, char*) */
void __thiscall
CTextureReference::InitRenderTarget
(CTextureReference *this,undefined4 param_1,undefined4 param_2,undefined4 param_4,
undefined4 param_5,int param_6,undefined1 param_7,undefined4 param_8)
{
undefined4 uVar1;
Shutdown(this,false);
uVar1 = (**(code **)(*materials + 0x14c))
(materials,param_8,param_1,param_2,param_4,param_5,param_6,(param_6 == 3) + '\f'
,param_7);
*(undefined4 *)this = uVar1;
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.