CHostState::Init
0x00182f60 · 143 bytes · __thiscall
_ZN10CHostState4InitEv
Decompiled
undefined (1 param)
/* CHostState::Init() */
void __thiscall CHostState::Init(CHostState *this)
{
if (*(int *)(this + 4) != 6) {
*(undefined4 *)this = 4;
*(undefined4 *)(this + 4) = 4;
}
this[0x328] = (CHostState)0x0;
this[0x324] = (CHostState)0x0;
this[0x20] = (CHostState)0x0;
this[0x220] = (CHostState)0x0;
this[0x120] = (CHostState)0x0;
this[0x325] = (CHostState)0x0;
this[0x326] = (CHostState)0x0;
this[0x329] = (CHostState)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;
this[0x327] = (CHostState)0x0;
*(undefined4 *)(this + 800) = 0x3f800000;
CCS_Init();
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.