CMatchExtensions::CMatchExtensions
0x000581e0 · 110 bytes · __thiscall
_ZN16CMatchExtensionsC1Ev
Decompiled
undefined (1 param)
/* CMatchExtensions::CMatchExtensions() */
void __thiscall CMatchExtensions::CMatchExtensions(CMatchExtensions *this)
{
int iVar1;
CMatchExtensions *pCVar2;
byte bVar3;
bVar3 = 0;
*(undefined ***)this = &PTR_RegisterExtensionInterface_000b3c10;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
/* try { // try from 00058233 to 00058237 has its CatchHandler @ 0005824e */
CUtlSymbolTable::CUtlSymbolTable((CUtlSymbolTable *)(this + 0x18),0,0x20,true);
pCVar2 = this + 0x50;
for (iVar1 = 7; iVar1 != 0; iVar1 = iVar1 + -1) {
*(undefined4 *)pCVar2 = 0;
pCVar2 = pCVar2 + (uint)bVar3 * -8 + 4;
}
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.