CGameMovement::ResetGetWaterContensForPointCache
0x0045a180 · 47 bytes · __thiscall
_ZN13CGameMovement33ResetGetWaterContensForPointCacheEv
Decompiled
undefined (1 param)
/* CGameMovement::ResetGetWaterContensForPointCache() */
void __thiscall CGameMovement::ResetGetWaterContensForPointCache(CGameMovement *this)
{
CGameMovement *pCVar1;
CGameMovement *pCVar2;
pCVar2 = this + 0x3c;
do {
pCVar1 = pCVar2;
do {
*(undefined4 *)pCVar1 = 0xffffd8f1;
pCVar1 = pCVar1 + 0xc;
} while (pCVar1 != pCVar2 + 0x180);
pCVar2 = pCVar2 + 4;
} while (pCVar2 != this + 0x48);
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.