CDefaultPlayerPickupVPhysics::PhysGunLaunchAngularImpulse
0x004156d0 · 109 bytes · __thiscall
_ZN28CDefaultPlayerPickupVPhysics27PhysGunLaunchAngularImpulseEv
Decompiled
undefined (1 param)
/* CDefaultPlayerPickupVPhysics::PhysGunLaunchAngularImpulse() */
CDefaultPlayerPickupVPhysics * __thiscall
CDefaultPlayerPickupVPhysics::PhysGunLaunchAngularImpulse(CDefaultPlayerPickupVPhysics *this)
{
int iVar1;
iVar1 = rand();
*(float *)this = (float)iVar1 * 0.03662221 - 600.0;
iVar1 = rand();
*(float *)(this + 4) = (float)iVar1 * 0.03662221 - 600.0;
iVar1 = rand();
*(float *)(this + 8) = (float)iVar1 * 0.03662221 - 600.0;
return this;
}
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.