CWeaponScavengeItemSpawn::CWeaponScavengeItemSpawn
0x008d8b90 · 100 bytes · __thiscall
_ZN24CWeaponScavengeItemSpawnC1Ev
Decompiled
undefined (1 param)
/* CWeaponScavengeItemSpawn::CWeaponScavengeItemSpawn() */
void __thiscall CWeaponScavengeItemSpawn::CWeaponScavengeItemSpawn(CWeaponScavengeItemSpawn *this)
{
CWeaponSpawn::CWeaponSpawn((CWeaponSpawn *)this);
*(undefined ***)this = &PTR__CWeaponScavengeItemSpawn_00cf8b88;
*(undefined ***)(this + 0x13f4) = &PTR_OnAttemptPhysGunPickup_00cf8f80;
*(undefined **)(this + 0x1448) = &DAT_00cf8fb0;
*(undefined4 *)(this + 0x146c) = 0xffffffff;
*(undefined4 *)(this + 0x1470) = 0;
*(undefined4 *)(this + 0x147c) = 0xffffffff;
*(undefined4 *)(this + 0x1480) = 0;
*(undefined4 *)(this + 0x1468) = 3;
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.