CCarProp::InputEnable
0x007fd680 · 35 bytes · __cdecl
_ZN8CCarProp11InputEnableER11inputdata_t
Decompiled
undefined (1 param)
/* CCarProp::InputEnable(inputdata_t&) */
void CCarProp::InputEnable(inputdata_t *param_1)
{
param_1[0x1711] = (inputdata_t)0x0;
*(code **)(param_1 + 0xd8) = AlarmTouch;
*(undefined4 *)(param_1 + 0xdc) = 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.