CTEBeamPoints::CTEBeamPoints
0x00af7ce0 · 135 bytes · __thiscall
_ZN13CTEBeamPointsC2EPKc
Decompiled
undefined (2 params)
/* CTEBeamPoints::CTEBeamPoints(char const*) */
void __thiscall CTEBeamPoints::CTEBeamPoints(CTEBeamPoints *this,char *param_1)
{
float fVar1;
CTEBaseBeam::CTEBaseBeam((CTEBaseBeam *)this,param_1);
*(undefined ***)this = &PTR_GetServerClass_00d3aec8;
if (((*(float *)(this + 0x48) == 0.0) && (*(float *)(this + 0x4c) == 0.0)) &&
(*(float *)(this + 0x50) == 0.0)) {
fVar1 = *(float *)(this + 0x54);
}
else {
fVar1 = *(float *)(this + 0x54);
*(undefined4 *)(this + 0x48) = 0;
*(undefined4 *)(this + 0x4c) = 0;
*(undefined4 *)(this + 0x50) = 0;
}
if (((fVar1 == 0.0) && (*(float *)(this + 0x58) == 0.0)) && (*(float *)(this + 0x5c) == 0.0)) {
return;
}
*(undefined4 *)(this + 0x54) = 0;
*(undefined4 *)(this + 0x58) = 0;
*(undefined4 *)(this + 0x5c) = 0;
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.