TTreeState::TTreeState
0x000ea6c0 · 252 bytes · __thiscall
_ZN10TTreeStateC1Ev
Decompiled
undefined (1 param)
/* TTreeState::TTreeState() */
void __thiscall TTreeState::TTreeState(TTreeState *this)
{
*(TTreeState **)(this + 0xf7c) = this;
*(TTreeState **)(this + 0xf80) = this + 0x9e8;
*(TTreeState **)(this + 0xf98) = this + 0x8f4;
*(TTreeState **)(this + 0xf9c) = this + 0xe68;
*(undefined4 **)(this + 0xf84) = &extra_lbits;
*(undefined4 *)(this + 0xf88) = 0x101;
*(undefined4 *)(this + 0xf8c) = 0x11e;
*(undefined4 *)(this + 0xf90) = 0xf;
*(undefined4 *)(this + 0xf94) = 0;
*(undefined4 **)(this + 4000) = &extra_dbits;
*(undefined4 *)(this + 0xfa4) = 0;
*(undefined4 *)(this + 0xfa8) = 0x1e;
*(undefined4 *)(this + 0xfac) = 0xf;
*(undefined4 *)(this + 0xfb0) = 0;
*(TTreeState **)(this + 0xfb4) = this + 0xee0;
*(undefined4 *)(this + 0xfb8) = 0;
*(undefined1 **)(this + 0xfbc) = extra_blbits;
*(undefined4 *)(this + 0xfc0) = 0;
*(undefined4 *)(this + 0xfc4) = 0x13;
*(undefined4 *)(this + 0xfc8) = 7;
*(undefined4 *)(this + 0xfcc) = 0;
*(undefined4 *)(this + 0x1af18) = 0;
*(undefined4 *)(this + 0x1af1c) = 0;
*(undefined4 *)(this + 0x1af20) = 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.