CUtlSymbolTable::CUtlSymbolTable
0x0004fbd0 · 139 bytes · __thiscall
_ZN15CUtlSymbolTableC1Eiib
Decompiled
undefined (4 params)
/* CUtlSymbolTable::CUtlSymbolTable(int, int, bool) */
void __thiscall
CUtlSymbolTable::CUtlSymbolTable(CUtlSymbolTable *this,int param_1,int param_2,bool param_3)
{
void *pvVar1;
*(undefined4 *)(this + 4) = 0;
*(int *)(this + 8) = param_2;
*(int *)(this + 0xc) = param_1;
pvVar1 = (void *)0x0;
if (param_2 != 0) {
pvVar1 = malloc(param_2 * 0xc);
*(void **)(this + 4) = pvVar1;
}
*(void **)(this + 0x18) = pvVar1;
*(undefined2 *)(this + 0x10) = 0xffff;
*(undefined2 *)(this + 0x12) = 0;
*(undefined2 *)(this + 0x14) = 0xffff;
*(undefined2 *)(this + 0x16) = 0xffff;
this[0x1c] = (CUtlSymbolTable)param_3;
*(undefined4 *)(this + 0x24) = 0;
*(undefined4 *)(this + 0x28) = 0;
*(undefined4 *)(this + 0x2c) = 8;
*(undefined4 *)(this + 0x30) = 0;
*(undefined4 *)(this + 0x34) = 0;
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.