CMomentaryRotButton::ObjectCaps
0x006344c0 · 42 bytes · __thiscall
_ZN19CMomentaryRotButton10ObjectCapsEv
Decompiled
undefined (1 param)
/* CMomentaryRotButton::ObjectCaps() */
uint __thiscall CMomentaryRotButton::ObjectCaps(CMomentaryRotButton *this)
{
uint uVar1;
uVar1 = CBaseButton::ObjectCaps((CBaseButton *)this);
if (((byte)this[0x149] & 4) != 0) {
uVar1 = uVar1 | 0x220;
}
return uVar1;
}
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.