ClipTraceToTongue::ClipTraceToTongue
0x00529540 · 103 bytes · __thiscall
_ZN17ClipTraceToTongueC1ERK6VectorS2_
Decompiled
undefined (3 params)
/* ClipTraceToTongue::ClipTraceToTongue(Vector const&, Vector const&) */
void __thiscall
ClipTraceToTongue::ClipTraceToTongue(ClipTraceToTongue *this,Vector *param_1,Vector *param_2)
{
undefined4 uVar1;
*(undefined4 *)(this + 0x14) = *(undefined4 *)param_1;
*(undefined4 *)(this + 0x18) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)(this + 0x1c) = *(undefined4 *)(param_1 + 8);
*(undefined4 *)(this + 0x20) = *(undefined4 *)param_2;
*(undefined4 *)(this + 0x24) = *(undefined4 *)(param_2 + 4);
uVar1 = *(undefined4 *)(param_2 + 8);
*(undefined4 *)this = 0;
*(undefined4 *)(this + 0x10) = 0x7f7fffff;
*(undefined4 *)(this + 0x28) = uVar1;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 0;
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.