CDownloadListGenerator::CDownloadListGenerator
0x0013e710 · 181 bytes · __thiscall
_ZN22CDownloadListGeneratorC2Ev
Decompiled
undefined (1 param)
/* CDownloadListGenerator::CDownloadListGenerator() */
void __thiscall CDownloadListGenerator::CDownloadListGenerator(CDownloadListGenerator *this)
{
CUtlSymbolTable::CUtlSymbolTable((CUtlSymbolTable *)(this + 0x144),0,0,true);
this[0x100] = (CDownloadListGenerator)0x0;
*(undefined4 *)(this + 0x180) = 0;
*(undefined4 *)(this + 0x184) = 0;
*(undefined4 *)(this + 0x188) = 0;
*(undefined4 *)(this + 0x18c) = 0;
*(undefined4 *)(this + 400) = 0;
*(undefined4 *)(this + 0x194) = 0;
*(undefined4 *)(this + 0x198) = 0;
*(undefined4 *)(this + 0x19c) = 0;
*(undefined4 *)(this + 0x1a0) = 0;
*(undefined4 *)(this + 0x1a4) = 0;
*(undefined4 *)(this + 0x140) = 0;
*(undefined4 *)(this + 0x17c) = 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.