CStudioHdr::CActivityToSequenceMapping::Reinitialize
0x000e5050 · 87 bytes · __thiscall
_ZN10CStudioHdr26CActivityToSequenceMapping12ReinitializeEPS_
Decompiled
undefined (2 params)
/* CStudioHdr::CActivityToSequenceMapping::Reinitialize(CStudioHdr*) */
void __thiscall
CStudioHdr::CActivityToSequenceMapping::Reinitialize
(CActivityToSequenceMapping *this,CStudioHdr *param_1)
{
int iVar1;
int iVar2;
int iVar3;
if (*(void **)this != (void *)0x0) {
operator_delete(*(void **)this);
*(undefined4 *)this = 0;
}
iVar1 = *(int *)(this + 0x14);
iVar3 = 0;
iVar2 = 0;
if (0 < iVar1) {
do {
iVar2 = iVar2 + 1;
*(undefined4 *)(*(int *)(this + 8) + 0xc + iVar3) = 0;
iVar3 = iVar3 + 0x14;
} while (iVar2 != iVar1);
}
Initialize(this,param_1);
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.