CBlackBox::CBlackBox
0x00113520 · 82 bytes · __thiscall
_ZN9CBlackBoxC2Ev
Decompiled
undefined (1 param)
/* CBlackBox::CBlackBox() */
void __thiscall CBlackBox::CBlackBox(CBlackBox *this)
{
CBlackBox *pCVar1;
CBlackBox *pCVar2;
*(undefined ***)this = &PTR_Record_002a9aa8;
pCVar1 = this + 4;
do {
*(undefined4 *)pCVar1 = 0;
pCVar2 = pCVar1 + 0x14;
*(undefined4 *)(pCVar1 + 4) = 0;
*(undefined4 *)(pCVar1 + 8) = 0;
*(undefined4 *)(pCVar1 + 0xc) = 0;
*(undefined4 *)(pCVar1 + 0x10) = 0;
pCVar1 = pCVar2;
} while (pCVar2 != this + 0x40);
*(undefined4 *)(this + 0x40) = 0x10;
*(undefined4 *)(this + 0x44) = 0x10;
*(undefined4 *)(this + 0x48) = 0x10;
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.