CDirector::ScriptGetClosestActivePipeBomb
0x00875530 · 42 bytes · __cdecl
_ZN9CDirector30ScriptGetClosestActivePipeBombE6Vector
Decompiled
undefined (1 param)
/* CDirector::ScriptGetClosestActivePipeBomb(Vector) */
undefined4 CDirector::ScriptGetClosestActivePipeBomb(CDirector *param_1)
{
CBaseEntity *this;
undefined4 uVar1;
this = (CBaseEntity *)GetClosestActivePipeBomb(param_1,(Vector *)&stack0x00000008);
if (this != (CBaseEntity *)0x0) {
uVar1 = CBaseEntity::GetScriptInstance(this);
return uVar1;
}
return 0;
}
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.