CSplitString::CSplitString
0x0025c5a0 · 81 bytes · __thiscall
_ZN12CSplitStringC1EPKcPS1_i
Decompiled
undefined (4 params)
/* CSplitString::CSplitString(char const*, char const**, int) */
void __thiscall
CSplitString::CSplitString(CSplitString *this,char *param_1,char **param_2,int param_3)
{
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
/* try { // try from 0025c5e5 to 0025c5e9 has its CatchHandler @ 0025c5f1 */
Construct(this,param_1,param_2,param_3);
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.