CCountedStringPool::CCountedStringPool
0x00054860 · 259 bytes · __thiscall
_ZN18CCountedStringPoolC2E16StringPoolCase_t
Decompiled
undefined (2 params)
/* CCountedStringPool::CCountedStringPool(StringPoolCase_t) */
void __thiscall CCountedStringPool::CCountedStringPool(CCountedStringPool *this,undefined4 param_2)
{
int iVar1;
*(undefined ***)this = &PTR__CCountedStringPool_000b3918;
*(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;
CUtlVector<unsigned_short,CUtlMemory<unsigned_short,int>>::GrowVector
((CUtlVector<unsigned_short,CUtlMemory<unsigned_short,int>> *)(this + 4),0x400);
/* try { // try from 000548e1 to 0005493b has its CatchHandler @ 00054963 */
CUtlVector<unsigned_short,CUtlMemory<unsigned_short,int>>::ShiftElementsRight
((CUtlVector<unsigned_short,CUtlMemory<unsigned_short,int>> *)(this + 4),0,0x400);
iVar1 = 0;
if (0 < *(int *)(this + 0x10)) {
do {
*(undefined2 *)(*(int *)(this + 4) + iVar1 * 2) = 0;
iVar1 = iVar1 + 1;
} while (iVar1 < *(int *)(this + 0x10));
}
*(undefined2 *)(this + 0x2c) = 0;
iVar1 = *(int *)(this + 0x24);
CUtlVector<CCountedStringPool::hash_item_t,CUtlMemory<CCountedStringPool::hash_item_t,int>>::
GrowVector((CUtlVector<CCountedStringPool::hash_item_t,CUtlMemory<CCountedStringPool::hash_item_t,int>>
*)(this + 0x18),1);
CUtlVector<CCountedStringPool::hash_item_t,CUtlMemory<CCountedStringPool::hash_item_t,int>>::
ShiftElementsRight((CUtlVector<CCountedStringPool::hash_item_t,CUtlMemory<CCountedStringPool::hash_item_t,int>>
*)(this + 0x18),iVar1,1);
**(undefined4 **)(this + 0x18) = 0;
*(undefined1 *)(*(int *)(this + 0x18) + 6) = 0;
*(undefined2 *)(*(int *)(this + 0x18) + 4) = 0;
*(undefined4 *)(this + 0x30) = param_2;
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.