CTextureReference::InitProceduralTexture
0x00bd6970 · 92 bytes · __thiscall
_ZN17CTextureReference21InitProceduralTextureEPKcS1_ii11ImageFormati
Decompiled
undefined (7 params)
/* CTextureReference::InitProceduralTexture(char const*, char const*, int, int, ImageFormat, int) */
void __thiscall
CTextureReference::InitProceduralTexture
(CTextureReference *this,undefined4 param_1,undefined4 param_2,undefined4 param_3,
undefined4 param_4,undefined4 param_6,undefined4 param_7)
{
undefined4 uVar1;
Shutdown(this,false);
uVar1 = (**(code **)(*materials + 0x13c))
(materials,param_1,param_2,param_3,param_4,param_6,param_7);
*(undefined4 *)this = uVar1;
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.