FloodSelectCollector::FloodSelectCollector
0x00976900 · 68 bytes · __thiscall
_ZN20FloodSelectCollectorC1EP13TerrorNavAreajjjfff
Decompiled
undefined (8 params)
/* FloodSelectCollector::FloodSelectCollector(TerrorNavArea*, unsigned int, unsigned int, unsigned
int, float, float, float) */
void __thiscall
FloodSelectCollector::FloodSelectCollector
(FloodSelectCollector *this,TerrorNavArea *param_1,uint param_2,uint param_3,uint param_4,
float param_5,float param_6,float param_7)
{
*(float *)(this + 0x10) = param_5;
*(TerrorNavArea **)this = param_1;
*(float *)(this + 0x14) = param_6;
*(undefined4 *)(this + 0x1c) = 0;
*(float *)(this + 0x18) = param_7;
*(uint *)(this + 8) = param_2;
*(uint *)(this + 0xc) = param_3;
*(uint *)(this + 4) = param_4;
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.