bf_write::bf_write
0x00240c50 · 76 bytes · __thiscall
_ZN8bf_writeC2EPKcPvii
Decompiled
undefined (5 params)
/* bf_write::bf_write(char const*, void*, int, int) */
void __thiscall
bf_write::bf_write(bf_write *this,char *param_1,void *param_2,int param_3,int param_4)
{
this[0x11] = (bf_write)0x1;
*(char **)(this + 0x14) = param_1;
*(uint *)(this + 4) = param_3 & 0xfffffffcU;
*(void **)this = param_2;
if (param_4 != -1) {
*(int *)(this + 8) = param_4;
*(undefined4 *)(this + 0xc) = 0;
this[0x10] = (bf_write)0x0;
return;
}
*(undefined4 *)(this + 0xc) = 0;
*(uint *)(this + 8) = (param_3 & 0xfffffffcU) << 3;
this[0x10] = (bf_write)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.