CTestScriptMgr::CTestScriptMgr
0x0021a6e0 · 178 bytes · __thiscall
_ZN14CTestScriptMgrC1Ev
Decompiled
undefined (1 param)
/* CTestScriptMgr::CTestScriptMgr() */
void __thiscall CTestScriptMgr::CTestScriptMgr(CTestScriptMgr *this)
{
longdouble lVar1;
*(undefined ***)this = &PTR__CTestScriptMgr_002c7948;
*(undefined4 *)(this + 0x30) = 0;
*(undefined4 *)(this + 0x34) = 0;
*(undefined4 *)(this + 0x38) = 0;
*(undefined4 *)(this + 0x50) = 0xffffffff;
*(undefined4 *)(this + 0x3c) = 0xffffffff;
*(undefined4 *)(this + 0x40) = 0xffffffff;
*(undefined4 *)(this + 0x44) = 0xffffffff;
*(undefined4 *)(this + 0x48) = 0;
*(undefined4 *)(this + 0x4c) = 0;
*(undefined4 *)(this + 0x54) = 0;
*(undefined4 *)(this + 0x5c) = 0;
*(undefined4 *)(this + 0x60) = 0;
*(undefined4 *)(this + 100) = 0;
*(undefined4 *)(this + 0x68) = 0xffffffff;
*(undefined4 *)(this + 0x6c) = 0;
*(undefined4 *)(this + 0x70) = 0xffffffff;
*(undefined4 *)(this + 0x74) = 0xffffffff;
*(undefined4 *)(this + 0x78) = 0;
*(code **)(this + 0x58) = CaselessStringLessThan;
*(undefined4 *)(this + 4) = 0;
this[8] = (CTestScriptMgr)0x0;
/* try { // try from 0021a782 to 0021a786 has its CatchHandler @ 0021a792 */
lVar1 = (longdouble)Plat_FloatTime();
*(double *)(this + 0x28) = (double)lVar1;
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.