CInfoDirector::OnScavengeIntensityChanged
0x00874ef0 · 133 bytes · __thiscall
_ZN13CInfoDirector26OnScavengeIntensityChangedEi
Decompiled
undefined (2 params)
/* CInfoDirector::OnScavengeIntensityChanged(int) */
void __thiscall CInfoDirector::OnScavengeIntensityChanged(CInfoDirector *this,int param_1)
{
int local_24;
undefined4 local_20;
undefined4 local_1c;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10;
local_24 = param_1;
variant_t::Set((variant_t *)(this + 0x500),5,&local_24);
local_20 = *(undefined4 *)(this + 0x500);
local_1c = *(undefined4 *)(this + 0x504);
local_18 = *(undefined4 *)(this + 0x508);
local_14 = *(undefined4 *)(this + 0x50c);
local_10 = *(undefined4 *)(this + 0x510);
CBaseEntityOutput::FireOutput((CBaseEntityOutput *)(this + 0x500),&local_20,0,this,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.