SendProxy_MagnetAttachedObjectList
0x007a10a0 · 59 bytes · __cdecl
_Z34SendProxy_MagnetAttachedObjectListPKvS0_P8DVariantii
Decompiled
undefined (5 params)
/* SendProxy_MagnetAttachedObjectList(void const*, void const*, DVariant*, int, int) */
void SendProxy_MagnetAttachedObjectList
(void *param_1,void *param_2,DVariant *param_3,int param_4,int param_5)
{
int iVar1;
iVar1 = CPhysMagnet::GetAttachedObject(param_2,param_4);
if (*(int *)(iVar1 + 0x30) != 0) {
*(int *)param_3 = *(int *)(iVar1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
return;
}
*(undefined4 *)param_3 = 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.