CMultiDamage::Init
0x004c7f80 · 160 bytes · __thiscall
_ZN12CMultiDamage4InitEP11CBaseEntityS1_S1_S1_RK6VectorS4_S4_fii
Decompiled
undefined (11 params)
/* CMultiDamage::Init(CBaseEntity*, CBaseEntity*, CBaseEntity*, CBaseEntity*, Vector const&, Vector
const&, Vector const&, float, int, int) */
void __thiscall
CMultiDamage::Init(CMultiDamage *this,CBaseEntity *param_1,CBaseEntity *param_2,CBaseEntity *param_3
,CBaseEntity *param_4,Vector *param_5,Vector *param_6,Vector *param_7,
float param_8,int param_9,int param_10)
{
undefined4 *puVar1;
if (param_1 == (CBaseEntity *)0x0) {
*(undefined4 *)(this + 0x60) = 0xffffffff;
}
else {
puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0x60) = *puVar1;
}
CTakeDamageInfo::Init
((CTakeDamageInfo *)this,param_2,param_3,param_4,param_5,param_6,param_7,param_8,param_9
,param_10);
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.