CPropMountedGun::CPropMountedGun
0x0054e940 · 160 bytes · __thiscall
_ZN15CPropMountedGunC2Ev
Decompiled
undefined (1 param)
/* CPropMountedGun::CPropMountedGun() */
void __thiscall CPropMountedGun::CPropMountedGun(CPropMountedGun *this)
{
CDynamicProp::CDynamicProp((CDynamicProp *)this);
*(undefined ***)this = &PTR__CPropMountedGun_00c42308;
*(undefined4 *)(this + 0x15cc) = 0xffffffff;
*(undefined ***)(this + 0x13f4) = &PTR_SetDmgModBullet_00c42788;
*(undefined ***)(this + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00c4282c;
*(undefined **)(this + 0x154c) = &DAT_00c4285c;
*(undefined ***)(this + 0x1624) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x1628) = 0;
*(undefined4 *)(this + 0x162c) = 0xbf800000;
*(undefined4 *)(this + 0x1630) = 0;
*(undefined4 *)(this + 0x163c) = 0xffffffff;
*(undefined4 *)(this + 0x1640) = 0;
*(undefined4 *)(this + 0x1648) = 0;
*(undefined4 *)(this + 0x1654) = 0xffffffff;
*(undefined4 *)(this + 0x1658) = 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.