SurvivorDislodgeVictim::SurvivorDislodgeVictim
0x0092af90 · 54 bytes · __thiscall
_ZN22SurvivorDislodgeVictimC1EP11CBaseEntityb
Decompiled
undefined (3 params)
/* SurvivorDislodgeVictim::SurvivorDislodgeVictim(CBaseEntity*, bool) */
void __thiscall
SurvivorDislodgeVictim::SurvivorDislodgeVictim
(SurvivorDislodgeVictim *this,CBaseEntity *param_1,bool param_2)
{
SurvivorUseObject::SurvivorUseObject((SurvivorUseObject *)this,param_1);
*(undefined ***)this = &PTR__SurvivorDislodgeVictim_00d05148;
*(undefined ***)(this + 4) = &PTR__SurvivorDislodgeVictim_00d052cc;
this[0x68] = (SurvivorDislodgeVictim)param_2;
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.