CWaterBullet::BulletThink
0x00b5da20 · 166 bytes · __thiscall
_ZN12CWaterBullet11BulletThinkEv
Decompiled
undefined (1 param)
/* CWaterBullet::BulletThink() */
void __thiscall CWaterBullet::BulletThink(CWaterBullet *this)
{
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.05,(char *)0x0);
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
AngleVectors((QAngle *)(this + 0x37c),(Vector *)&local_24);
local_18 = local_24 * 1500.0;
local_14 = local_20 * 1500.0;
local_10 = local_1c * 1500.0;
CBaseEntity::SetAbsVelocity((CBaseEntity *)this,(Vector *)&local_18);
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.