CEnvWeaponfireTargetScan::operator()
0x008cda20 · 51 bytes · __thiscall
_ZN24CEnvWeaponfireTargetScanclEP20CBaseCombatCharacter
Decompiled
undefined (2 params)
/* CEnvWeaponfireTargetScan::TEMPNAMEPLACEHOLDERVALUE(CBaseCombatCharacter*) */
bool __thiscall
CEnvWeaponfireTargetScan::operator()(CEnvWeaponfireTargetScan *this,CBaseCombatCharacter *param_1)
{
char cVar1;
cVar1 = CEnvWeaponfire::IsValidTarget(*(CEnvWeaponfire **)this,(CBaseEntity *)param_1);
if (cVar1 != '\0') {
*(CBaseCombatCharacter **)(this + 4) = param_1;
}
return cVar1 == '\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.