CConstantForceController::ScaleConstantForce
0x007a3e40 · 93 bytes · __thiscall
_ZN24CConstantForceController18ScaleConstantForceEf
Decompiled
undefined (2 params)
/* CConstantForceController::ScaleConstantForce(float) */
void __thiscall
CConstantForceController::ScaleConstantForce(CConstantForceController *this,float param_1)
{
*(float *)(this + 0xc) = *(float *)(this + 0x24) * param_1;
*(float *)(this + 0x10) = *(float *)(this + 0x28) * param_1;
*(float *)(this + 8) = *(float *)(this + 0x20) * param_1;
*(float *)(this + 0x18) = *(float *)(this + 0x30) * param_1;
*(float *)(this + 0x1c) = *(float *)(this + 0x34) * param_1;
*(float *)(this + 0x14) = param_1 * *(float *)(this + 0x2c);
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.