CStringPool::CStringPool
0x00053a40 · 101 bytes · __thiscall
_ZN11CStringPoolC2E16StringPoolCase_t
Decompiled
undefined (2 params)
/* CStringPool::CStringPool(StringPoolCase_t) */
void __thiscall CStringPool::CStringPool(CStringPool *this,int param_2)
{
code *pcVar1;
void *pvVar2;
pcVar1 = StrLessInsensitive;
if (param_2 != 0) {
pcVar1 = StrLessSensitive;
}
*(undefined4 *)(this + 8) = 0x100;
*(undefined4 *)(this + 0xc) = 0x20;
*(code **)this = pcVar1;
pvVar2 = malloc(0xc00);
*(undefined2 *)(this + 0x10) = 0xffff;
*(undefined2 *)(this + 0x12) = 0;
*(void **)(this + 4) = pvVar2;
*(undefined2 *)(this + 0x14) = 0xffff;
*(undefined2 *)(this + 0x16) = 0xffff;
*(void **)(this + 0x18) = pvVar2;
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.