init_block
0x000ea800 · 160 bytes · __cdecl
_Z10init_blockR6TState
Decompiled
undefined (1 param)
/* init_block(TState&) */
void init_block(TState *param_1)
{
int iVar1;
iVar1 = 0;
do {
*(undefined2 *)(param_1 + iVar1 * 4 + 0x14) = 0;
iVar1 = iVar1 + 1;
} while (iVar1 != 0x11e);
iVar1 = 0;
do {
*(undefined2 *)(param_1 + iVar1 * 4 + 0x908) = 0;
iVar1 = iVar1 + 1;
} while (iVar1 != 0x1e);
iVar1 = 0;
do {
*(undefined2 *)(param_1 + iVar1 * 4 + 0xef4) = 0;
iVar1 = iVar1 + 1;
} while (iVar1 != 0x13);
*(undefined4 *)(param_1 + 0x1af40) = 0;
*(undefined2 *)(param_1 + 0x414) = 1;
*(undefined4 *)(param_1 + 0x1af3c) = 0;
*(undefined4 *)(param_1 + 0x1af34) = 0;
*(undefined4 *)(param_1 + 0x1af30) = 0;
*(undefined4 *)(param_1 + 0x1af2c) = 0;
param_1[0x1af38] = (TState)0x0;
param_1[0x1af39] = (TState)0x1;
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.