CScriptItem::CScriptItem
0x006e4b90 · 80 bytes · __thiscall
_ZN11CScriptItemC2Ev
Decompiled
undefined (1 param)
/* CScriptItem::CScriptItem() */
void __thiscall CScriptItem::CScriptItem(CScriptItem *this)
{
CItem::CItem((CItem *)this);
*(undefined ***)this = &PTR__CScriptItem_00c94e88;
*(undefined ***)(this + 0x13f4) = &PTR_OnAttemptPhysGunPickup_00c95250;
*(undefined4 *)(this + 0x1448) = 0;
*(undefined4 *)(this + 0x1454) = 0xffffffff;
*(undefined4 *)(this + 0x1458) = 0;
*(undefined4 *)(this + 0x1460) = 6;
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.