CPipeBomb::SendWeaponAnim
0x00552f70 · 44 bytes · __thiscall
_ZN9CPipeBomb14SendWeaponAnimEi
Decompiled
undefined (2 params)
/* CPipeBomb::SendWeaponAnim(int) */
void __thiscall CPipeBomb::SendWeaponAnim(CPipeBomb *this,int param_1)
{
int iVar1;
iVar1 = (**(code **)(*(int *)this + 0x6bc))(this,param_1);
CTerrorWeapon::SendWeaponAnim((CTerrorWeapon *)this,iVar1);
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.