CTriggerSoundscape::CTriggerSoundscape
0x0082f5a0 · 90 bytes · __thiscall
_ZN18CTriggerSoundscapeC1Ev
Decompiled
undefined (1 param)
/* CTriggerSoundscape::CTriggerSoundscape() */
void __thiscall CTriggerSoundscape::CTriggerSoundscape(CTriggerSoundscape *this)
{
CBaseTrigger::CBaseTrigger((CBaseTrigger *)this);
*(undefined ***)this = &PTR__CTriggerSoundscape_00cd20e8;
*(undefined4 *)(this + 0x56c) = 0xffffffff;
*(undefined4 *)(this + 0x574) = 0;
*(undefined4 *)(this + 0x578) = 0;
*(undefined4 *)(this + 0x57c) = 0;
*(undefined4 *)(this + 0x580) = 0;
*(undefined4 *)(this + 0x584) = 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.