CWingedEdgeList::CWingedEdgeList
0x001cb570 · 311 bytes · __thiscall
_ZN15CWingedEdgeListC2Ev
Decompiled
undefined (1 param)
/* CWingedEdgeList::CWingedEdgeList() */
void __thiscall CWingedEdgeList::CWingedEdgeList(CWingedEdgeList *this)
{
void *pvVar1;
*(undefined4 *)(this + 0x80) = 0x40;
*(undefined4 *)(this + 0x84) = 0;
pvVar1 = malloc(0xc00);
*(void **)(this + 0x7c) = pvVar1;
*(void **)(this + 0x8c) = pvVar1;
*(undefined2 *)(this + 0x24) = 0xffff;
*(undefined4 *)(this + 0x88) = 0;
*(undefined4 *)(this + 0x90) = 0;
*(undefined4 *)(this + 0x94) = 0;
*(undefined4 *)(this + 0x98) = 0;
*(undefined4 *)(this + 0x9c) = 0;
*(undefined4 *)(this + 0xa0) = 0;
*(undefined4 *)this = 0xff7fffff;
*(undefined4 *)(this + 4) = 0xff7fffff;
*(undefined4 *)(this + 8) = 0xff7fffff;
*(undefined4 *)(this + 0xc) = 0xff7fffff;
*(undefined4 *)(this + 0x10) = 0x7f7fffff;
*(undefined4 *)(this + 0x14) = 0xff7fffff;
*(undefined2 *)(this + 0x26) = 0xffff;
*(undefined4 *)(this + 0x28) = 0;
*(undefined4 *)(this + 0x2c) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 0x20) = 0xff7fffff;
*(undefined4 *)(this + 0x30) = 0x7f7fffff;
*(undefined4 *)(this + 0x34) = 0xff7fffff;
*(undefined4 *)(this + 0x38) = 0xff7fffff;
*(undefined4 *)(this + 0x3c) = 0x7f7fffff;
*(undefined4 *)(this + 0x40) = 0x7f7fffff;
*(undefined4 *)(this + 0x44) = 0xff7fffff;
*(undefined2 *)(this + 0x54) = 0xffff;
*(undefined2 *)(this + 0x56) = 0xffff;
*(undefined4 *)(this + 0x58) = 0;
*(undefined4 *)(this + 0x5c) = 0;
*(undefined4 *)(this + 0x48) = 0;
*(undefined4 *)(this + 0x4c) = 0;
*(undefined4 *)(this + 0x50) = 0x7f7fffff;
*(undefined4 *)(this + 0x60) = 0;
*(undefined4 *)(this + 100) = 0;
*(undefined4 *)(this + 0x68) = 0x3f800000;
*(undefined4 *)(this + 0x6c) = 0x7f7fffff;
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.