CTriggerMultiple::CTriggerMultiple
0x00b1f6c0 · 134 bytes · __thiscall
_ZN16CTriggerMultipleC2Ev
Decompiled
undefined (1 param)
/* CTriggerMultiple::CTriggerMultiple() */
void __thiscall CTriggerMultiple::CTriggerMultiple(CTriggerMultiple *this)
{
CBaseTrigger::CBaseTrigger((CBaseTrigger *)this);
*(undefined ***)this = &PTR__CTriggerMultiple_00d41ea8;
*(undefined4 *)(this + 0x56c) = 0;
*(undefined4 *)(this + 0x578) = 0xffffffff;
*(undefined4 *)(this + 0x57c) = 0;
*(undefined4 *)(this + 0x590) = 0;
*(undefined4 *)(this + 0x59c) = 0xffffffff;
*(undefined4 *)(this + 0x5a0) = 0;
*(undefined4 *)(this + 0x5a8) = 0;
*(undefined4 *)(this + 0x5b4) = 0xffffffff;
*(undefined4 *)(this + 0x5b8) = 0;
this[0x58c] = (CTriggerMultiple)0x0;
this[0x58d] = (CTriggerMultiple)0x0;
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.