CBeam::BeamCreate
0x00426a30 · 135 bytes · __cdecl
_ZN5CBeam10BeamCreateEPKcf
Decompiled
undefined (2 params)
/* CBeam::BeamCreate(char const*, float) */
CBeam * CBeam::BeamCreate(char *param_1,float param_2)
{
int iVar1;
CBeam *this;
iVar1 = CreateEntityByName("beam",-1,true);
if (iVar1 != 0) {
this = (CBeam *)__dynamic_cast(iVar1,&CBaseEntity::typeinfo,&typeinfo,0);
if (this != (CBeam *)0x0) goto LAB_00426a7d;
}
this = (CBeam *)0x0;
Warning("classname %s used to create wrong class type\n","beam");
LAB_00426a7d:
BeamInit(this,param_1,param_2);
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.