CUtlSymbol::Initialize
0x00050620 · 199 bytes · __cdecl
_ZN10CUtlSymbol10InitializeEv
Decompiled
undefined (0 params)
/* CUtlSymbol::Initialize() */
void CUtlSymbol::Initialize(void)
{
pthread_mutexattr_t *__attr;
CUtlSymbolTable *this;
if (Initialize()::symbolsInitialized != '\0') {
return;
}
this = operator_new(0x110);
__attr = (pthread_mutexattr_t *)(this + 0x50);
CUtlSymbolTable::CUtlSymbolTable(this,0,0x20,false);
pthread_mutexattr_init(__attr);
pthread_mutexattr_settype(__attr,1);
pthread_mutex_init((pthread_mutex_t *)(this + 0x38),__attr);
/* try { // try from 0005069f to 000506a3 has its CatchHandler @ 000506ed */
CThreadEvent::CThreadEvent((CThreadEvent *)(this + 0x5c),false);
/* try { // try from 000506b5 to 000506b9 has its CatchHandler @ 0005070f */
CThreadEvent::CThreadEvent((CThreadEvent *)(this + 0xb0),true);
*(undefined4 *)(this + 0x104) = 0;
*(undefined4 *)(this + 0x108) = 0;
*(undefined4 *)(this + 0x10c) = 0;
s_pSymbolTable = this;
Initialize()::symbolsInitialized = 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.