CMessage::Use
0x00687910 · 61 bytes · __cdecl
_ZN8CMessage3UseEP11CBaseEntityS1_8USE_TYPEf
Decompiled
undefined (4 params)
/* CMessage::Use(CBaseEntity*, CBaseEntity*, USE_TYPE, float) */
void CMessage::Use(CMessage *param_1)
{
undefined4 local_2c;
undefined4 local_28;
undefined4 local_24;
undefined4 local_18;
undefined4 local_14;
local_24 = 0;
local_18 = 0xffffffff;
local_14 = 0;
local_2c = 0;
local_28 = 0;
InputShowMessage(param_1,(inputdata_t *)&local_2c);
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.