SendProp::SendProp
0x000d5cd0 · 141 bytes · __thiscall
_ZN8SendPropC1Ev
Decompiled
undefined (1 param)
/* SendProp::SendProp() */
void __thiscall SendProp::SendProp(SendProp *this)
{
*(undefined ***)this = &PTR__SendProp_002a3bc0;
*(undefined4 *)(this + 0x30) = 0;
*(undefined4 *)(this + 0x4c) = 0;
*(undefined4 *)(this + 0x48) = 0;
*(undefined4 *)(this + 0x40) = 0;
*(undefined4 *)(this + 0x28) = 0;
*(undefined4 *)(this + 0x2c) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0x3c) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x34) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 0x20) = 1;
*(undefined4 *)(this + 0x24) = 0xffffffff;
*(undefined4 *)(this + 0x44) = 0;
*(undefined4 *)(this + 4) = 0;
this[0x38] = (SendProp)0x80;
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.