GCSDK::CGCClient::CGCClient
0x0005eb90 · 170 bytes · __thiscall
_ZN5GCSDK9CGCClientC2EP21ISteamGameCoordinator
Decompiled
undefined (2 params)
/* GCSDK::CGCClient::CGCClient(ISteamGameCoordinator*) */
void __thiscall GCSDK::CGCClient::CGCClient(CGCClient *this,ISteamGameCoordinator *param_1)
{
void *pvVar1;
undefined4 local_24;
undefined4 local_20;
this[4] = (CGCClient)0x0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined ***)this = &PTR_Run_000b5538;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x20) = 0x400;
*(undefined4 *)(this + 0x24) = 0;
pvVar1 = malloc(0x400);
*(void **)(this + 0x1c) = pvVar1;
/* try { // try from 0005ebec to 0005ebf0 has its CatchHandler @ 0005ec3a */
CJobMgr::CJobMgr((CJobMgr *)(this + 0x28));
local_20 = 0;
local_24 = 0;
/* try { // try from 0005ec17 to 0005ec1b has its CatchHandler @ 0005ec97 */
CSharedObjectCache::CSharedObjectCache((CSharedObjectCache *)(this + 0x160),(CSteamID *)&local_24)
;
if (param_1 != (ISteamGameCoordinator *)0x0) {
/* try { // try from 0005ec2d to 0005ec31 has its CatchHandler @ 0005ec7b */
BInit(this,param_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.