CPhysMagnet::CPhysMagnet
0x007a0a70 · 169 bytes · __thiscall
_ZN11CPhysMagnetC2Ev
Decompiled
undefined (1 param)
/* CPhysMagnet::CPhysMagnet() */
void __thiscall CPhysMagnet::CPhysMagnet(CPhysMagnet *this)
{
CBaseAnimating::CBaseAnimating((CBaseAnimating *)this);
*(undefined ***)this = &PTR__CPhysMagnet_00cb5fc8;
*(undefined **)(this + 0x13f4) = &DAT_00cb6378;
*(undefined4 *)(this + 0x13f8) = 0;
*(undefined4 *)(this + 0x1404) = 0xffffffff;
*(undefined4 *)(this + 0x1408) = 0;
*(undefined4 *)(this + 0x1410) = 0;
*(undefined4 *)(this + 0x141c) = 0xffffffff;
*(undefined4 *)(this + 0x1420) = 0;
*(undefined4 *)(this + 0x1438) = 0;
*(undefined4 *)(this + 0x143c) = 0;
*(undefined4 *)(this + 0x1440) = 0;
*(undefined4 *)(this + 0x1444) = 0;
*(undefined4 *)(this + 0x1448) = 0;
*(undefined4 *)(this + 0x1430) = 0;
*(undefined4 *)(this + 0x1434) = 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.