CPhysicsSpring::CPhysicsSpring
0x0079e3a0 · 105 bytes · __thiscall
_ZN14CPhysicsSpringC1Ev
Decompiled
undefined (1 param)
/* CPhysicsSpring::CPhysicsSpring() */
void __thiscall CPhysicsSpring::CPhysicsSpring(CPhysicsSpring *this)
{
CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
*(undefined ***)this = &PTR__CPhysicsSpring_00cb4648;
*(undefined4 *)(this + 0x440) = 0;
*(undefined4 *)(this + 0x448) = 0x43160000;
*(undefined4 *)(this + 0x44c) = 0;
*(undefined4 *)(this + 0x450) = 0x40000000;
*(undefined4 *)(this + 0x454) = 0x3c23d70a;
this[0x444] = (CPhysicsSpring)0x0;
*(undefined4 *)(this + 0x478) = 0xffffffff;
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.