Intensity::Intensity
0x008d5c00 · 117 bytes · __thiscall
_ZN9IntensityC1Ev
Decompiled
undefined (1 param)
/* Intensity::Intensity() */
void __thiscall Intensity::Intensity(Intensity *this)
{
longdouble lVar1;
*(undefined ***)(this + 8) = &PTR_NetworkStateChanged_00c23e10;
*(undefined4 *)(this + 0xc) = 0xbf800000;
*(undefined ***)(this + 0x10) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0xbf800000;
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
lVar1 = (longdouble)IntervalTimer::Now();
if ((float)lVar1 != *(float *)(this + 0xc)) {
(**(code **)(*(int *)(this + 8) + 4))(this + 8,this + 0xc);
*(float *)(this + 0xc) = (float)lVar1;
}
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.