CNetchanParanoidMode::Init
0x001ae550 · 168 bytes · __thiscall
_ZN20CNetchanParanoidMode4InitEv
Decompiled
undefined (1 param)
/* CNetchanParanoidMode::Init() */
void __thiscall CNetchanParanoidMode::Init(CNetchanParanoidMode *this)
{
void *pvVar1;
void *pvVar2;
*this = (CNetchanParanoidMode)0x1;
pvVar1 = operator_new__(0x37aa0);
*(void **)(this + 8) = pvVar1;
pvVar2 = operator_new__(0x13800);
pvVar1 = (void *)((int)pvVar2 + 0x18);
do {
*(undefined4 *)((int)pvVar1 + -0x18) = 0;
*(undefined4 *)((int)pvVar1 + -0x14) = 0;
*(undefined4 *)((int)pvVar1 + -0x10) = 0;
*(undefined4 *)((int)pvVar1 + -0xc) = 0;
*(undefined4 *)((int)pvVar1 + -8) = 0;
*(undefined4 *)((int)pvVar1 + -4) = 0xffffffff;
*(undefined1 *)((int)pvVar1 + 0x80) = 0;
*(undefined1 *)((int)pvVar1 + 0xa0) = 0;
/* try { // try from 001ae5db to 001ae5df has its CatchHandler @ 001ae5f8 */
_V_memset(pvVar1,0,0x80);
pvVar1 = (void *)((int)pvVar1 + 0x138);
} while (pvVar1 != (void *)((int)pvVar2 + 0x13818));
*(void **)(this + 0x14) = pvVar2;
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.