CPainPills::Deploy
0x00552310 · 67 bytes · __thiscall
_ZN10CPainPills6DeployEv
Decompiled
undefined (1 param)
/* CPainPills::Deploy() */
void __thiscall CPainPills::Deploy(CPainPills *this)
{
CBaseEntity *this_00;
this_00 = (CBaseEntity *)CTerrorWeapon::GetPlayerOwner((CTerrorWeapon *)this);
if (this_00 != (CBaseEntity *)0x0) {
CBaseEntity::EmitSound(this_00,"PainPills.Deploy",0.0,(float *)0x0);
}
CBaseBeltItem::Deploy((CBaseBeltItem *)this);
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.