CFourWheelVehiclePhysics::Spawn
0x006ad490 · 69 bytes · __thiscall
_ZN24CFourWheelVehiclePhysics5SpawnEv
Decompiled
undefined (1 param)
/* CFourWheelVehiclePhysics::Spawn() */
void __thiscall CFourWheelVehiclePhysics::Spawn(CFourWheelVehiclePhysics *this)
{
*(undefined4 *)(this + 0x114) = 0;
*(undefined4 *)(this + 0x4c) = 0;
this[0x134] = (CFourWheelVehiclePhysics)0x0;
this[0x1c] = (CFourWheelVehiclePhysics)0x0;
this[0x1d] = (CFourWheelVehiclePhysics)0x0;
this[0x1e] = (CFourWheelVehiclePhysics)0x0;
this[0x20] = (CFourWheelVehiclePhysics)0x1;
this[0x21] = (CFourWheelVehiclePhysics)0x0;
*(undefined4 *)(this + 0x40) = 0x3f800000;
*(undefined4 *)(this + 0x44) = 0xbf800000;
InitializePoseParameters(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.