CSkyCamera::CSkyCamera
0x008229b0 · 194 bytes · __thiscall
_ZN10CSkyCameraC1Ev
Decompiled
undefined (1 param)
/* CSkyCamera::CSkyCamera() */
void __thiscall CSkyCamera::CSkyCamera(CSkyCamera *this)
{
fogparams_t *this_00;
undefined4 uVar1;
this_00 = (fogparams_t *)(this + 0x460);
CBaseEntity::CBaseEntity((CBaseEntity *)this,true);
*(undefined ***)this = &PTR__CSkyCamera_00ccdfc8;
*(undefined ***)(this + 0x440) = &PTR_NetworkStateChanged_00cbc408;
/* try { // try from 008229e4 to 00822a71 has its CatchHandler @ 00822a7e */
fogparams_t::fogparams_t(this_00);
*(undefined ***)(this + 0x460) = &PTR_NetworkStateChanged_00cbc3f8;
uVar1 = CEntityClassList<CSkyCamera>::m_pClassList;
CEntityClassList<CSkyCamera>::m_pClassList = this;
*(undefined4 *)(this + 0x4b8) = uVar1;
if (*(float *)(this + 0x48c) != 1.0) {
sky3dparams_t::NetworkVar_fog::NetworkStateChanged(this_00);
*(undefined4 *)(this + 0x48c) = 0x3f800000;
}
if (*(float *)(this + 0x4b0) == 1.0) {
return;
}
(**(code **)(*(int *)(this + 0x460) + 4))(this_00,this + 0x4b0);
*(undefined4 *)(this + 0x4b0) = 0x3f800000;
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.