GCSDK::CGCSession::CGCSession
0x00086800 · 27 bytes · __thiscall
_ZN5GCSDK10CGCSessionC1ERK8CSteamIDPNS_18CSharedObjectCacheE
Decompiled
undefined (3 params)
/* GCSDK::CGCSession::CGCSession(CSteamID const&, GCSDK::CSharedObjectCache*) */
void __thiscall
GCSDK::CGCSession::CGCSession(CGCSession *this,CSteamID *param_1,CSharedObjectCache *param_2)
{
undefined4 uVar1;
uVar1 = *(undefined4 *)param_1;
*(undefined4 *)(this + 4) = *(undefined4 *)(param_1 + 4);
*(undefined4 *)this = uVar1;
*(CSharedObjectCache **)(this + 8) = 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.