CHLTVClientState::CHLTVClientState
0x0016a320 · 71 bytes · __thiscall
_ZN16CHLTVClientStateC1Ev
Decompiled
undefined (1 param)
/* CHLTVClientState::CHLTVClientState() */
void __thiscall CHLTVClientState::CHLTVClientState(CHLTVClientState *this)
{
CBaseClientState::CBaseClientState((CBaseClientState *)this);
*(undefined ***)this = &PTR__CHLTVClientState_002b1208;
*(undefined ***)(this + 4) = &PTR__CHLTVClientState_002b1314;
*(undefined ***)(this + 8) = &PTR__CHLTVClientState_002b1328;
*(undefined4 *)(this + 0x49dc) = 0;
*(undefined4 *)(this + 0x49e0) = 0;
this[0x49e4] = (CHLTVClientState)0x0;
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.