CGameServer::CGameServer
0x001ff390 · 282 bytes · __thiscall
_ZN11CGameServerC1Ev
Decompiled
undefined (1 param)
/* CGameServer::CGameServer() */
void __thiscall CGameServer::CGameServer(CGameServer *this)
{
CPrecacheItem *this_00;
CBaseServer::CBaseServer((CBaseServer *)this);
*(undefined ***)this = &PTR__CGameServer_002c38e8;
*(undefined4 *)(this + 0x228) = 0;
*(undefined4 *)(this + 0x22c) = 0;
*(undefined4 *)(this + 0x230) = 0;
*(undefined4 *)(this + 0x234) = 0;
*(undefined4 *)(this + 0x238) = 0;
/* try { // try from 001ff3e5 to 001ff3e9 has its CatchHandler @ 001ff4aa */
bf_write::bf_write((bf_write *)(this + 0x23c));
*(undefined4 *)(this + 0x254) = 0;
this_00 = (CPrecacheItem *)(this + 0x264);
*(undefined4 *)(this + 600) = 0;
*(undefined4 *)(this + 0x25c) = 0;
do {
/* try { // try from 001ff41b to 001ff467 has its CatchHandler @ 001ff4e8 */
CPrecacheItem::CPrecacheItem(this_00);
this_00 = this_00 + 8;
} while (this_00 != (CPrecacheItem *)(this + 0x4264));
do {
CPrecacheItem::CPrecacheItem(this_00);
this_00 = this_00 + 8;
} while (this_00 != (CPrecacheItem *)(this + 0x5264));
do {
CPrecacheItem::CPrecacheItem(this_00);
this_00 = this_00 + 8;
} while (this_00 != (CPrecacheItem *)(this + 0x2c364));
do {
CPrecacheItem::CPrecacheItem(this_00);
this_00 = this_00 + 8;
} while (this_00 != (CPrecacheItem *)(this + 0x2d364));
*(undefined4 *)(this + 0x21c) = 0;
*(undefined4 *)(this + 0x220) = 0;
*(undefined4 *)(this + 0x2d374) = 0;
this[0x2d379] = (CGameServer)0x0;
this[0x260] = (CGameServer)0x0;
this[0x2d378] = (CGameServer)0x0;
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.