WitchIntention::InitialAction
0x00a49640 · 39 bytes · __cdecl
_ZNK14WitchIntention13InitialActionEv
Decompiled
undefined (0 params)
/* WitchIntention::InitialAction() const */
WitchExecAction * WitchIntention::InitialAction(void)
{
WitchExecAction *this;
this = ::operator_new(0x38);
/* try { // try from 00a49659 to 00a4965d has its CatchHandler @ 00a49667 */
WitchExecAction::WitchExecAction(this);
return this;
}
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.