CGameEventManager::CGameEventManager
0x001654e0 · 278 bytes · __thiscall
_ZN17CGameEventManagerC2Ev
Decompiled
undefined (1 param)
/* CGameEventManager::CGameEventManager() */
void __thiscall CGameEventManager::CGameEventManager(CGameEventManager *this)
{
*(undefined ***)this = &PTR__CGameEventManager_002b0228;
*(undefined4 *)(this + 4) = 0;
*(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 + 0x20) = 0;
*(undefined4 *)(this + 0x24) = 0;
*(undefined4 *)(this + 0x28) = 0;
/* try { // try from 00165556 to 0016555a has its CatchHandler @ 001655f6 */
CUtlSymbolTable::CUtlSymbolTable((CUtlSymbolTable *)(this + 0x2c),0,0x10,false);
*(undefined4 *)(this + 100) = 0;
*(undefined4 *)(this + 0x68) = 0;
*(undefined4 *)(this + 0x6c) = 0;
*(undefined4 *)(this + 0x70) = 0;
*(undefined4 *)(this + 0x74) = 0;
*(undefined4 *)(this + 0x7c) = 0;
*(undefined4 *)(this + 0x80) = 0;
*(undefined4 *)(this + 0x84) = 0;
*(undefined4 *)(this + 0x88) = 0xffffffff;
*(undefined4 *)(this + 0x8c) = 0;
*(undefined4 *)(this + 0x90) = 0xffffffff;
*(undefined4 *)(this + 0x94) = 0xffffffff;
*(undefined4 *)(this + 0x98) = 0;
*(code **)(this + 0x78) = CaselessStringLessThan;
*(undefined4 *)(this + 0x9c) = 0;
*(undefined4 *)(this + 0xa0) = 0;
/* try { // try from 001655e9 to 001655ed has its CatchHandler @ 00165647 */
Reset(this);
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.