CEntitySphereQuery::CEntitySphereQuery
0x00b29150 · 115 bytes · __thiscall
_ZN18CEntitySphereQueryC1ERK6Vectorfi
Decompiled
undefined (4 params)
/* CEntitySphereQuery::CEntitySphereQuery(Vector const&, float, int) */
void __thiscall
CEntitySphereQuery::CEntitySphereQuery
(CEntitySphereQuery *this,Vector *param_1,float param_2,int param_3)
{
undefined **local_20;
CEntitySphereQuery *local_1c;
undefined4 local_18;
int local_14;
undefined4 local_10;
local_20 = &PTR_EnumElement_00d48ce8;
local_18 = 0x200;
local_10 = 0;
local_1c = this + 8;
*(undefined4 *)this = 0;
local_14 = param_3;
(**(code **)(*partition + 0x3c))(partition,0x10,param_1,param_2,0,&local_20);
*(undefined4 *)(this + 4) = local_10;
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.