CTempEntsSystem::BreakModel
0x00838060 · 178 bytes · __thiscall
_ZN15CTempEntsSystem10BreakModelER16IRecipientFilterfRK6VectorRK6QAngleS4_S4_iiifi
Decompiled
undefined (12 params)
/* CTempEntsSystem::BreakModel(IRecipientFilter&, float, Vector const&, QAngle const&, Vector
const&, Vector const&, int, int, int, float, int) */
void __thiscall
CTempEntsSystem::BreakModel
(CTempEntsSystem *this,IRecipientFilter *param_1,float param_2,Vector *param_3,
QAngle *param_4,Vector *param_5,Vector *param_6,int param_7,int param_8,int param_9,
float param_10,int param_11)
{
char cVar1;
cVar1 = (**(code **)(*(int *)this + 8))(this,param_1);
if (cVar1 != '\0') {
return;
}
TE_BreakModel(param_1,param_2,param_3,param_4,param_5,param_6,param_7,param_8,param_9,param_10,
param_11);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.