CCoreDispNode::Init
0x000bdcb0 · 191 bytes · __thiscall
_ZN13CCoreDispNode4InitEv
Decompiled
undefined (1 param)
/* CCoreDispNode::Init() */
void __thiscall CCoreDispNode::Init(CCoreDispNode *this)
{
int iVar1;
CCoreDispNode *pCVar2;
iVar1 = 8;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)this = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x1c) = 0xffffffff;
*(undefined4 *)(this + 0x20) = 0xffffffff;
*(undefined4 *)(this + 0x24) = 0xffffffff;
*(undefined4 *)(this + 0x28) = 0xffffffff;
*(undefined4 *)(this + 0x2c) = 0xffffffff;
pCVar2 = this;
do {
*(undefined4 *)(this + 0x48) = 0;
*(undefined4 *)(this + 0x44) = 0;
*(undefined4 *)(this + 0x40) = 0;
*(undefined4 *)(this + 0x54) = 0;
*(undefined4 *)(this + 0x50) = 0;
*(undefined4 *)(this + 0x4c) = 0;
*(undefined4 *)(pCVar2 + 0x108) = 0;
*(undefined4 *)(pCVar2 + 0x104) = 0;
*(undefined4 *)(pCVar2 + 0x100) = 0;
*(undefined4 *)(pCVar2 + 0x10c) = 0;
iVar1 = iVar1 + -1;
this = this + 0x18;
pCVar2 = pCVar2 + 0x14;
} while (iVar1 != 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.