CRecvDecoder::CRecvDecoder
0x0014ea10 · 140 bytes · __thiscall
_ZN12CRecvDecoderC1Ev
Decompiled
undefined (1 param)
/* CRecvDecoder::CRecvDecoder() */
void __thiscall CRecvDecoder::CRecvDecoder(CRecvDecoder *this)
{
CSendTablePrecalc::CSendTablePrecalc((CSendTablePrecalc *)(this + 8));
*(undefined4 *)this = 0;
*(undefined4 *)(this + 0x120) = 0;
*(undefined4 *)(this + 0x124) = 0;
*(undefined4 *)(this + 0x128) = 0;
*(undefined4 *)(this + 300) = 0;
*(undefined4 *)(this + 0x130) = 0;
*(undefined4 *)(this + 0x134) = 0;
*(undefined4 *)(this + 0x138) = 0;
*(undefined4 *)(this + 0x13c) = 0;
*(undefined4 *)(this + 0x140) = 0;
*(undefined4 *)(this + 0x144) = 0;
*(undefined4 *)(this + 4) = 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.