CNetChan::SocketProcessingStats_t::SocketProcessingStats_t
0x001af330 · 125 bytes · __thiscall
_ZN8CNetChan23SocketProcessingStats_tC1Ev
Decompiled
undefined (1 param)
/* CNetChan::SocketProcessingStats_t::SocketProcessingStats_t() */
void __thiscall
CNetChan::SocketProcessingStats_t::SocketProcessingStats_t(SocketProcessingStats_t *this)
{
undefined8 uVar1;
_V_memset(this + 0x14,0,0x10);
uVar1 = net_time;
*(undefined4 *)(this + 0x28) = 0;
*(undefined4 *)(this + 0x2c) = 0;
*(undefined4 *)(this + 0x30) = 0;
*(undefined4 *)(this + 0x34) = 0xffffffff;
*(undefined4 *)(this + 0x38) = 0;
*(undefined4 *)(this + 0x3c) = 0xffffffff;
*(undefined4 *)(this + 0x40) = 0xffffffff;
*(undefined4 *)(this + 0x44) = 0;
*(code **)(this + 0x24) = CDefOps<unsigned_long_long>::LessFunc;
*(undefined8 *)this = uVar1;
*(undefined4 *)(this + 0x10) = 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.