CTargetChangeGravity::InputResetGrav
0x0064f4d0 · 62 bytes · __thiscall
_ZN20CTargetChangeGravity14InputResetGravER11inputdata_t
Decompiled
undefined (2 params)
/* CTargetChangeGravity::InputResetGrav(inputdata_t&) */
void __thiscall
CTargetChangeGravity::InputResetGrav(CTargetChangeGravity *this,inputdata_t *param_1)
{
int *piVar1;
char cVar2;
piVar1 = *(int **)param_1;
if (piVar1 != (int *)0x0) {
cVar2 = (**(code **)(*piVar1 + 0x16c))(piVar1);
if (cVar2 != '\0') {
piVar1[0xb0] = (int)(float)*(int *)(this + 0x444);
return;
}
}
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.