CPhysicsNPCSolver::Create
0x00793ae0 · 108 bytes · __cdecl
_ZN17CPhysicsNPCSolver6CreateEP11CAI_BaseNPCP11CBaseEntitybf
Decompiled
undefined (4 params)
/* CPhysicsNPCSolver::Create(CAI_BaseNPC*, CBaseEntity*, bool, float) */
CPhysicsNPCSolver *
CPhysicsNPCSolver::Create(CAI_BaseNPC *param_1,CBaseEntity *param_2,bool param_3,float param_4)
{
CPhysicsNPCSolver *this;
this = (CPhysicsNPCSolver *)
CBaseEntity::CreateNoSpawn
("physics_npc_solver",(Vector *)&vec3_origin,(QAngle *)&vec3_angle,
(CBaseEntity *)0x0);
Init(this,param_1,param_2,param_3,param_4);
(**(code **)(*(int *)this + 100))(this);
return this;
}
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.