CTEGaussExplosion::CTEGaussExplosion
0x006d91c0 · 120 bytes · __thiscall
_ZN17CTEGaussExplosionC1EPKc
Decompiled
undefined (2 params)
/* CTEGaussExplosion::CTEGaussExplosion(char const*) */
void __thiscall CTEGaussExplosion::CTEGaussExplosion(CTEGaussExplosion *this,char *param_1)
{
CBaseTempEntity::CBaseTempEntity((CBaseTempEntity *)this,param_1);
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined ***)this = &PTR_GetServerClass_00c938c8;
if (*(int *)(this + 0x18) != 0) {
*(undefined4 *)(this + 0x18) = 0;
}
if (((*(float *)(this + 0x1c) == 0.0) && (*(float *)(this + 0x20) == 0.0)) &&
(*(float *)(this + 0x24) == 0.0)) {
return;
}
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 0x20) = 0;
*(undefined4 *)(this + 0x24) = 0;
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.