CStaticProp::CStaticProp
0x001e4f50 · 131 bytes · __thiscall
_ZN11CStaticPropC1Ev
Decompiled
undefined (1 param)
/* CStaticProp::CStaticProp() */
void __thiscall CStaticProp::CStaticProp(CStaticProp *this)
{
*(undefined ***)this = &PTR__CStaticProp_002bf208;
*(undefined2 *)(this + 0x4e) = 0xffff;
*(undefined ***)(this + 4) = &PTR_GetIClientUnknown_002bf340;
*(undefined ***)(this + 8) = &PTR_GetEntityHandle_002bf3f8;
*(undefined **)(this + 0xc) = &DAT_002bf44c;
*(int *)(this + 0xd4) = s_nDebugIndexCounter;
s_nDebugIndexCounter = s_nDebugIndexCounter + 1;
*(undefined2 *)(this + 0x2e) = 0xffff;
*(undefined4 *)(this + 0x28) = 0;
*(undefined4 *)(this + 0x30) = 0;
*(undefined4 *)(this + 0x34) = 0;
this[0x38] = (CStaticProp)0xff;
*(undefined4 *)(this + 0x48) = 0xffffffff;
*(undefined2 *)(this + 0x2c) = 0xffff;
*(undefined2 *)(this + 0x4c) = 0xffff;
*(undefined4 *)(this + 0x50) = 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.