CBaseClient::CBaseClient
0x000fb3e0 · 333 bytes · __thiscall
_ZN11CBaseClientC2Ev
Decompiled
undefined (1 param)
/* CBaseClient::CBaseClient() */
void __thiscall CBaseClient::CBaseClient(CBaseClient *this)
{
int iVar1;
CBaseClient *pCVar2;
*(undefined ***)this = &PTR__CBaseClient_002a69e8;
*(undefined ***)(this + 4) = &PTR__CBaseClient_002a6b08;
*(undefined ***)(this + 8) = &PTR__CBaseClient_002a6bc8;
*(undefined4 *)(this + 0x7d) = 0;
this[0x84] = (CBaseClient)0x0;
this[0x81] = (CBaseClient)0x0;
this[0x82] = (CBaseClient)0x0;
this[0x83] = (CBaseClient)0x0;
*(undefined4 *)(this + 0xfc) = 0;
pCVar2 = this + 0x10c;
for (iVar1 = 0x40; iVar1 != 0; iVar1 = iVar1 + -1) {
*(undefined4 *)pCVar2 = 0;
pCVar2 = pCVar2 + 4;
}
this[0xbc] = (CBaseClient)0x0;
*(undefined4 *)(this + 0x1d6e4) = 0;
*(undefined4 *)(this + 0x1d6e8) = 0;
*(undefined4 *)(this + 0x1d6ec) = 0;
*(undefined4 *)(this + 0x1d6f0) = 0;
*(undefined4 *)(this + 0x1d6f4) = 0;
*(undefined4 *)(this + 0x1d6f8) = 0;
*(undefined4 *)(this + 0x1d6fc) = 0;
*(undefined4 *)(this + 0x1d700) = 0;
*(undefined4 *)(this + 0xe8) = 0;
*(undefined4 *)(this + 0xb0) = 0;
*(undefined4 *)(this + 0xb8) = 0;
*(undefined4 *)(this + 0x104) = 0;
*(undefined4 *)(this + 0xac) = 0;
this[0xb4] = (CBaseClient)0x0;
this[0xb5] = (CBaseClient)0x0;
this[0x217] = (CBaseClient)0x0;
*(undefined4 *)(this + 0xec) = 0;
this[0x10] = (CBaseClient)0x0;
this[0x11] = (CBaseClient)0x0;
this[0x2c] = (CBaseClient)0x0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x28) = 0;
/* try { // try from 000fb516 to 000fb51a has its CatchHandler @ 000fb52d */
_V_memset(this + 0x18,0,0x10);
*(CBaseClient **)(this + 0x18) = this;
*(undefined4 *)(this + 0xc) = 0x2a;
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.