CMagnumPistol::Deploy
0x005557e0 · 147 bytes · __thiscall
_ZN13CMagnumPistol6DeployEv
Decompiled
undefined (1 param)
/* CMagnumPistol::Deploy() */
undefined4 __thiscall CMagnumPistol::Deploy(CMagnumPistol *this)
{
code *pcVar1;
int *piVar2;
undefined4 uVar3;
undefined4 uVar4;
undefined4 uVar5;
undefined4 uVar6;
piVar2 = mdlcache;
(**(code **)(*mdlcache + 0x68))(mdlcache);
pcVar1 = *(code **)(*(int *)this + 0x41c);
/* try { // try from 00555808 to 0055585c has its CatchHandler @ 00555873 */
uVar3 = (**(code **)(*(int *)this + 0x50c))(this);
uVar4 = (**(code **)(*(int *)this + 0x484))(this);
uVar5 = (**(code **)(*(int *)this + 0x644))(this);
uVar6 = (**(code **)(*(int *)this + 0x504))(this,0);
uVar3 = (*pcVar1)(this,uVar6,uVar5,uVar4,uVar3);
(**(code **)(*piVar2 + 0x6c))(piVar2);
return uVar3;
}
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.