CSprite::Use
0x004c3b70 · 84 bytes · __cdecl
_ZN7CSprite3UseEP11CBaseEntityS1_8USE_TYPEf
Decompiled
undefined (4 params)
/* CSprite::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */
void CSprite::Use(CBaseEntity *param_1,undefined4 param_2,undefined4 param_3,undefined4 param_4)
{
int iVar1;
bool bVar2;
bVar2 = ((byte)param_1[0xd4] & 0x20) == 0;
iVar1 = CBaseEntity::ShouldToggle(param_1,param_4,bVar2);
if (iVar1 == 0) {
return;
}
if (!bVar2) {
TurnOn((CSprite *)param_1);
return;
}
TurnOff((CSprite *)param_1);
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.