CCoreDispSurface::Init
0x000bd200 · 342 bytes · __thiscall
_ZN16CCoreDispSurface4InitEv
Decompiled
undefined (1 param)
/* CCoreDispSurface::Init() */
void __thiscall CCoreDispSurface::Init(CCoreDispSurface *this)
{
CCoreDispSurface *pCVar1;
CCoreDispSurface *pCVar2;
int iVar3;
iVar3 = 0;
*(undefined4 *)this = 0xffffffff;
*(undefined4 *)(this + 4) = 0;
pCVar1 = this;
pCVar2 = this;
do {
*(undefined4 *)(pCVar2 + 0x10) = 0;
*(undefined4 *)(pCVar2 + 0xc) = 0;
*(undefined4 *)(pCVar2 + 8) = 0;
*(undefined4 *)(pCVar2 + 0x40) = 0;
*(undefined4 *)(pCVar2 + 0x3c) = 0;
*(undefined4 *)(pCVar2 + 0x38) = 0;
*(undefined4 *)(this + iVar3 * 8 + 0x6c) = 0;
*(undefined4 *)(this + iVar3 * 8 + 0x68) = 0;
*(undefined4 *)(pCVar1 + 0x8c) = 0;
*(undefined4 *)(pCVar1 + 0x88) = 0;
*(undefined4 *)(pCVar1 + 0x94) = 0;
*(undefined4 *)(pCVar1 + 0x90) = 0;
*(undefined4 *)(pCVar1 + 0x9c) = 0;
*(undefined4 *)(pCVar1 + 0x98) = 0;
*(undefined4 *)(pCVar1 + 0xa4) = 0;
*(undefined4 *)(pCVar1 + 0xa0) = 0;
*(undefined4 *)(this + iVar3 * 4 + 0x108) = 0x3f800000;
iVar3 = iVar3 + 1;
pCVar1 = pCVar1 + 0x20;
pCVar2 = pCVar2 + 0xc;
} while (iVar3 != 4);
*(undefined4 *)(this + 0x198) = 0xffffffff;
iVar3 = 0;
*(undefined4 *)(this + 0x1a4) = 0;
*(undefined4 *)(this + 0x1a0) = 0;
*(undefined4 *)(this + 0x19c) = 0;
*(undefined4 *)(this + 0x188) = 0;
*(undefined4 *)(this + 0x184) = 0;
*(undefined4 *)(this + 0x180) = 0;
*(undefined4 *)(this + 0x194) = 0;
*(undefined4 *)(this + 400) = 0;
*(undefined4 *)(this + 0x18c) = 0;
pCVar1 = this + 0x120;
do {
*(undefined2 *)pCVar1 = 0xffff;
*(undefined2 *)(pCVar1 + 6) = 0xffff;
this[iVar3 + 0x158] = (CCoreDispSurface)0x0;
iVar3 = iVar3 + 10;
pCVar1 = pCVar1 + 0xc;
} while (iVar3 != 0x28);
*(undefined4 *)(this + 0x178) = 0;
*(undefined4 *)(this + 0x17c) = 0;
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.