SVC_Menu::SVC_Menu
0x000b6560 · 139 bytes · __thiscall
_ZN8SVC_MenuC2E11DIALOG_TYPEP9KeyValues
Decompiled
undefined (3 params)
/* SVC_Menu::SVC_Menu(DIALOG_TYPE, KeyValues*) */
void __thiscall SVC_Menu::SVC_Menu(SVC_Menu *this,undefined4 param_2,KeyValues *param_3)
{
undefined4 uVar1;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x50) = param_2;
*(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_Menu)0x0;
*(undefined8 *)(this + 0x38) = 0;
*(undefined4 *)(this + 0x40) = 0;
*(undefined4 *)(this + 0x44) = 0;
this[4] = (SVC_Menu)0x1;
*(undefined4 *)(this + 8) = 0;
*(undefined ***)this = &PTR__SVC_Menu_002a20c8;
/* try { // try from 000b65d6 to 000b65da has its CatchHandler @ 000b65eb */
uVar1 = KeyValues::MakeCopy(param_3);
*(undefined4 *)(this + 0x4c) = uVar1;
*(undefined4 *)(this + 0x54) = 0xffffffff;
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.