CDispInfo::CDispInfo
0x0013a6b0 · 380 bytes · __thiscall
_ZN9CDispInfoC2Ev
Decompiled
undefined (1 param)
/* CDispInfo::CDispInfo() */
void __thiscall CDispInfo::CDispInfo(CDispInfo *this)
{
int iVar1;
int iVar2;
CDispInfo *pCVar3;
iVar1 = 0;
*(undefined ***)this = &PTR__CDispInfo_002ace08;
*(undefined ***)(this + 4) = &PTR_GetPowerInfo_002ace68;
*(undefined4 *)(this + 0xe8) = 0;
*(undefined4 *)(this + 0xf4) = 0;
*(undefined4 *)(this + 0xf8) = 0;
*(undefined4 *)(this + 0xfc) = 0;
*(undefined4 *)(this + 0x100) = 0;
*(undefined4 *)(this + 0x104) = 0;
*(undefined4 *)(this + 0x108) = 0;
*(undefined4 *)(this + 0x10c) = 0;
*(undefined4 *)(this + 0x110) = 0;
*(undefined4 *)(this + 0x114) = 0;
pCVar3 = this + 0x118;
for (iVar2 = 10; iVar2 != 0; iVar2 = iVar2 + -1) {
*(undefined4 *)pCVar3 = 0;
pCVar3 = pCVar3 + 4;
}
g_ConstructorChecker = g_ConstructorChecker + 1;
pCVar3 = this + 0x140;
for (iVar2 = 10; iVar2 != 0; iVar2 = iVar2 + -1) {
*(undefined4 *)pCVar3 = 0;
pCVar3 = pCVar3 + 4;
}
*(undefined4 *)(this + 0x16c) = 0;
this[0x17c] = (CDispInfo)0x0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 0x168) = 0xffffffff;
*(undefined4 *)(this + 0x1dc) = 0;
*(undefined4 *)(this + 0x250) = 0x6753c21c;
*(undefined4 *)(this + 0x254) = 0x6753c21c;
*(undefined4 *)(this + 600) = 0x6753c21c;
this[0x25c] = (CDispInfo)0x0;
*(undefined2 *)(this + 0x264) = 0;
*(undefined4 *)(this + 0x24c) = 0;
*(undefined4 *)(this + 0x28) = 0;
*(undefined4 *)(this + 0x268) = 0;
*(undefined2 *)(this + 0x25e) = 0xffff;
*(undefined2 *)(this + 0x260) = 0xffff;
pCVar3 = this + 0x1e0;
do {
*(undefined2 *)pCVar3 = 0xffff;
*(undefined2 *)(pCVar3 + 6) = 0xffff;
this[iVar1 + 0x218] = (CDispInfo)0x0;
iVar1 = iVar1 + 10;
pCVar3 = pCVar3 + 0xc;
} while (iVar1 != 0x28);
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.