CFourWheelVehiclePhysics::CFourWheelVehiclePhysics
0x006aafd0 · 45 bytes · __thiscall
_ZN24CFourWheelVehiclePhysicsC2EP14CBaseAnimating
Decompiled
undefined (2 params)
/* CFourWheelVehiclePhysics::CFourWheelVehiclePhysics(CBaseAnimating*) */
void __thiscall
CFourWheelVehiclePhysics::CFourWheelVehiclePhysics
(CFourWheelVehiclePhysics *this,CBaseAnimating *param_1)
{
*(undefined ***)this = &PTR_GetDataDescMap_00c890a8;
*(undefined4 *)(this + 4) = 0xffffffff;
*(undefined4 *)(this + 0x130) = 0x3f000000;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0x48) = 0x41f00000;
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.