CTextureReference::Init
0x00bd6850 · 117 bytes · __thiscall
_ZN17CTextureReference4InitEPKcS1_bi
Decompiled
undefined (5 params)
/* CTextureReference::Init(char const*, char const*, bool, int) */
void __thiscall
CTextureReference::Init
(CTextureReference *this,char *param_1,char *param_2,bool param_3,int param_4)
{
int *piVar1;
Shutdown(this,false);
piVar1 = (int *)(**(code **)(*materials + 0x134))(materials,param_1,param_2,param_3,param_4);
*(int **)this = piVar1;
if (piVar1 != (int *)0x0) {
/* WARNING: Could not recover jumptable at 0x00bd68bb. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar1 + 0x28))();
return;
}
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.