CEnvAirStrikeOutdoorEffect::InputDoEffect
0x0066bb40 · 133 bytes · __cdecl
_ZN26CEnvAirStrikeOutdoorEffect13InputDoEffectER11inputdata_t
Decompiled
undefined (1 param)
/* CEnvAirStrikeOutdoorEffect::InputDoEffect(inputdata_t&) */
void CEnvAirStrikeOutdoorEffect::InputDoEffect(inputdata_t *param_1)
{
undefined4 uVar1;
undefined1 local_14 [12];
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(param_1 + 0x1404) = 1;
*(undefined4 *)(param_1 + 0x13f4) = uVar1;
CBaseEntity::ThinkSet((_func_void *)local_14,(float)param_1,(char *)CrumbleThink);
CBaseEntity::SetNextThink((CBaseEntity *)param_1,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
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.