CFireSphere::CFireSphere
0x0069e150 · 87 bytes · __thiscall
_ZN11CFireSphereC1EPP5CFireibRK6Vectorf
Decompiled
undefined (6 params)
/* CFireSphere::CFireSphere(CFire**, int, bool, Vector const&, float) */
void __thiscall
CFireSphere::CFireSphere
(CFireSphere *this,CFire **param_1,int param_2,bool param_3,Vector *param_4,float param_5)
{
undefined4 uVar1;
*(undefined ***)this = &PTR_EnumElement_00c861b0;
*(CFire ***)(this + 0x14) = param_1;
*(undefined4 *)(this + 0x1c) = 0;
this[0x20] = (CFireSphere)param_3;
*(int *)(this + 0x18) = param_2;
*(undefined4 *)(this + 4) = *(undefined4 *)param_4;
*(undefined4 *)(this + 8) = *(undefined4 *)(param_4 + 4);
uVar1 = *(undefined4 *)(param_4 + 8);
*(float *)(this + 0x10) = param_5 * param_5;
*(undefined4 *)(this + 0xc) = uVar1;
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.