Path::Invalidate
0x003e2f50 · 138 bytes · __thiscall
_ZN4Path10InvalidateEv
Decompiled
undefined (1 param)
/* Path::Invalidate() */
void __thiscall Path::Invalidate(Path *this)
{
undefined4 uVar1;
*(undefined4 *)(this + 0x4424) = vec3_origin;
uVar1 = DAT_01053d4c;
*(undefined4 *)(this + 0x4404) = 0;
*(undefined4 *)(this + 0x4428) = uVar1;
uVar1 = DAT_01053d50;
*(undefined4 *)(this + 0x4420) = 0;
*(undefined4 *)(this + 0x442c) = uVar1;
*(undefined4 *)(this + 0x4430) = 0x3f800000;
*(undefined4 *)(this + 0x4434) = 0;
*(undefined4 *)(this + 0x4438) = 0;
*(undefined4 *)(this + 0x443c) = 0;
*(undefined4 *)(this + 0x4440) = 0;
this[0x4444] = (Path)0x1;
*(undefined4 *)(this + 0x4450) = 0xffffffff;
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.