CSprite::Expand
0x004c3240 · 175 bytes · __thiscall
_ZN7CSprite6ExpandEff
Decompiled
undefined (3 params)
/* CSprite::Expand(float, float) */
void __thiscall CSprite::Expand(CSprite *this,float param_1,float param_2)
{
undefined1 local_14 [8];
*(float *)(this + 0x11c) = param_1;
if ((int)param_2 != *(int *)(this + 0x100)) {
(**(code **)(*(int *)this + 0x214))(this,this + 0x100);
*(int *)(this + 0x100) = (int)param_2;
}
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)ExpandThink);
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc),(char *)0x0);
*(undefined4 *)(this + 0x470) = *(undefined4 *)(gpGlobals + 0xc);
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.