JockeyScan::JockeyScan
0x00ab2280 · 33 bytes · __thiscall
_ZN10JockeyScanC2EP19BossZombiePlayerBotP8CNavArea
Decompiled
undefined (3 params)
/* JockeyScan::JockeyScan(BossZombiePlayerBot*, CNavArea*) */
void __thiscall
JockeyScan::JockeyScan(JockeyScan *this,BossZombiePlayerBot *param_1,CNavArea *param_2)
{
*(undefined4 *)(this + 4) = 0;
*(BossZombiePlayerBot **)this = param_1;
*(undefined4 *)(this + 0xc) = 0;
*(CNavArea **)(this + 8) = 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.