CEntFireAutoCompletionFunctor::CommandCompletionCallback
0x0061e730 · 10 bytes · __thiscall
_ZThn4_N29CEntFireAutoCompletionFunctor25CommandCompletionCallbackEPKcR10CUtlVectorI10CUtlString10CUtlMemoryIS3_iEE
Decompiled
undefined (3 params)
/* non-virtual thunk to CEntFireAutoCompletionFunctor::CommandCompletionCallback(char const*,
CUtlVector<CUtlString, CUtlMemory<CUtlString, int> >&) */
void __thiscall
CEntFireAutoCompletionFunctor::CommandCompletionCallback
(CEntFireAutoCompletionFunctor *this,char *param_1,CUtlVector *param_2)
{
CommandCompletionCallback(this + -4,param_1,param_2);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.