PropBreakableCreateAll
0x0049bcf0 · 114 bytes · __cdecl
_Z22PropBreakableCreateAlliP14IPhysicsObjectRK6VectorRK6QAngleS3_S3_ffiP11CBaseEntityb
Decompiled
undefined (11 params)
/* PropBreakableCreateAll(int, IPhysicsObject*, Vector const&, QAngle const&, Vector const&, Vector
const&, float, float, int, CBaseEntity*, bool) */
void PropBreakableCreateAll
(int param_1,IPhysicsObject *param_2,Vector *param_3,QAngle *param_4,Vector *param_5,
Vector *param_6,float param_7,float param_8,int param_9,CBaseEntity *param_10,
bool param_11)
{
Vector *local_28;
QAngle *local_24;
Vector *local_20;
Vector *local_1c;
float local_18;
float local_14;
int local_10;
local_18 = param_7;
local_28 = param_3;
local_14 = param_8;
local_24 = param_4;
local_20 = param_5;
local_1c = param_6;
local_10 = param_9;
PropBreakableCreateAll
(param_1,param_2,(breakablepropparams_t *)&local_28,param_10,-1,false,param_11);
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.