CEffectScriptElement::CEffectScriptElement
0x0068dcc0 · 136 bytes · __thiscall
_ZN20CEffectScriptElementC2Ev
Decompiled
undefined (1 param)
/* CEffectScriptElement::CEffectScriptElement() */
void __thiscall CEffectScriptElement::CEffectScriptElement(CEffectScriptElement *this)
{
*(undefined4 *)(this + 0x80) = 0xffffffff;
*(undefined4 *)(this + 0x84) = 0xffffffff;
*(undefined4 *)(this + 0x88) = 0;
this[0x1ad] = (CEffectScriptElement)0x0;
*(undefined4 *)(this + 0x8c) = 5;
*(undefined4 *)(this + 0x90) = 0xff;
*(undefined4 *)(this + 0x94) = 0;
*(undefined4 *)(this + 0x98) = 0;
*(undefined4 *)(this + 0x9c) = 0xff;
*(undefined4 *)(this + 0x1a0) = 0x3f800000;
*(undefined4 *)(this + 0x1a4) = 0x3f800000;
*(undefined4 *)(this + 0x1a8) = 0xbf800000;
this[0x1ac] = (CEffectScriptElement)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.