CAppSystemGroup::CAppSystemGroup
0x0026b040 · 170 bytes · __thiscall
_ZN15CAppSystemGroupC2EPS_
Decompiled
undefined (2 params)
/* CAppSystemGroup::CAppSystemGroup(CAppSystemGroup*) */
void __thiscall CAppSystemGroup::CAppSystemGroup(CAppSystemGroup *this,CAppSystemGroup *param_1)
{
void *pvVar1;
*(undefined ***)this = &PTR___cxa_pure_virtual_002ccf48;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 0x20) = 0;
*(undefined4 *)(this + 0x24) = 0;
*(undefined4 *)(this + 0x28) = 0;
*(undefined4 *)(this + 0x34) = 0x10;
*(undefined4 *)(this + 0x38) = 0;
pvVar1 = malloc(0x100);
*(void **)(this + 0x30) = pvVar1;
*(void **)(this + 0x44) = pvVar1;
*(undefined2 *)(this + 0x3c) = 0xffff;
*(undefined2 *)(this + 0x3e) = 0;
*(undefined2 *)(this + 0x40) = 0xffff;
*(undefined2 *)(this + 0x42) = 0xffff;
*(code **)(this + 0x2c) = StringLessThan;
*(CAppSystemGroup **)(this + 0x48) = param_1;
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.