SVC_CreateStringTable::SVC_CreateStringTable
0x000b64b0 · 151 bytes · __thiscall
_ZN21SVC_CreateStringTableC2Ev
Decompiled
undefined (1 param)
/* SVC_CreateStringTable::SVC_CreateStringTable() */
void __thiscall SVC_CreateStringTable::SVC_CreateStringTable(SVC_CreateStringTable *this)
{
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined8 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 0x20) = 0;
*(undefined8 *)(this + 0x24) = 0;
*(undefined4 *)(this + 0x2c) = 0;
*(undefined4 *)(this + 0x30) = 0;
this[0x34] = (SVC_CreateStringTable)0x0;
*(undefined8 *)(this + 0x38) = 0;
*(undefined4 *)(this + 0x40) = 0;
*(undefined4 *)(this + 0x44) = 0;
this[4] = (SVC_CreateStringTable)0x1;
*(undefined4 *)(this + 8) = 0;
*(undefined ***)this = &PTR__SVC_CreateStringTable_002a1d68;
this[0x70] = (SVC_CreateStringTable)0x0;
*(undefined4 *)(this + 0x6c) = 0;
*(undefined4 *)(this + 0x74) = 0xffffffff;
*(undefined4 *)(this + 0x78) = 0;
/* try { // try from 000b653c to 000b6540 has its CatchHandler @ 000b6547 */
bf_write::bf_write((bf_write *)(this + 0x90));
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.