CEnvParticleScript::CEnvParticleScript
0x00692b50 · 40 bytes · __thiscall
_ZN18CEnvParticleScriptC1Ev
Decompiled
undefined (1 param)
/* CEnvParticleScript::CEnvParticleScript() */
void __thiscall CEnvParticleScript::CEnvParticleScript(CEnvParticleScript *this)
{
CBaseAnimating::CBaseAnimating((CBaseAnimating *)this);
*(undefined ***)this = &PTR__CEnvParticleScript_00c7e968;
/* try { // try from 00692b6c to 00692b70 has its CatchHandler @ 00692b78 */
CBaseAnimating::UseClientSideAnimation((CBaseAnimating *)this);
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.