CGCClientJobUpdateStats::CGCClientJobUpdateStats
0x0005de70 · 93 bytes · __thiscall
_ZN23CGCClientJobUpdateStatsC1EP9KeyValues
Decompiled
undefined (2 params)
/* CGCClientJobUpdateStats::CGCClientJobUpdateStats(KeyValues*) */
void __thiscall
CGCClientJobUpdateStats::CGCClientJobUpdateStats(CGCClientJobUpdateStats *this,KeyValues *param_1)
{
int iVar1;
KeyValues *this_00;
iVar1 = GGCClient();
GCSDK::CJob::CJob((CJob *)this,(CJobMgr *)(iVar1 + 0x28));
*(int *)(this + 0x6c) = iVar1;
*(undefined4 *)(this + 0x70) = 2;
*(undefined ***)this = &PTR__CGCClientJobUpdateStats_000b5248;
*(undefined4 *)(this + 0x74) = 0;
/* try { // try from 0005deae to 0005dec5 has its CatchHandler @ 0005decd */
this_00 = (KeyValues *)KeyValues::MakeCopy(param_1);
*(KeyValues **)(this + 0x74) = this_00;
KeyValues::SetName(this_00,"stat_agg");
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.