CSheetSimulator::AddSpring
0x004b0ea0 · 101 bytes · __thiscall
_ZN15CSheetSimulator9AddSpringEiif
Decompiled
undefined (4 params)
/* CSheetSimulator::AddSpring(int, int, float) */
void __thiscall
CSheetSimulator::AddSpring(CSheetSimulator *this,int param_1,int param_2,float param_3)
{
int iVar1;
iVar1 = *(int *)(this + 0x28);
CUtlVector<CSheetSimulator::Spring_t,CUtlMemory<CSheetSimulator::Spring_t,int>>::GrowVector
((CUtlVector<CSheetSimulator::Spring_t,CUtlMemory<CSheetSimulator::Spring_t,int>> *)
(this + 0x1c),1);
CUtlVector<CSheetSimulator::Spring_t,CUtlMemory<CSheetSimulator::Spring_t,int>>::
ShiftElementsRight((CUtlVector<CSheetSimulator::Spring_t,CUtlMemory<CSheetSimulator::Spring_t,int>>
*)(this + 0x1c),iVar1,1);
iVar1 = iVar1 * 0xc;
*(int *)(*(int *)(this + 0x1c) + iVar1) = param_1;
*(int *)(*(int *)(this + 0x1c) + 4 + iVar1) = param_2;
*(float *)(*(int *)(this + 0x1c) + 8 + iVar1) = param_3;
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.