GCSDK::CSchema::CSchema
0x0008c8f0 · 473 bytes · __thiscall
_ZN5GCSDK7CSchemaC1Ev
Decompiled
undefined (1 param)
/* GCSDK::CSchema::CSchema() */
void __thiscall GCSDK::CSchema::CSchema(CSchema *this)
{
*(undefined4 *)(this + 0x88) = 0;
*(undefined4 *)(this + 0x8c) = 0;
*(undefined4 *)(this + 0x90) = 0;
*(undefined4 *)(this + 0x94) = 0;
*(undefined4 *)(this + 0x98) = 0;
*(undefined4 *)(this + 0x9c) = 0;
*(undefined4 *)(this + 0xa0) = 0;
*(undefined4 *)(this + 0xa4) = 0;
*(undefined4 *)(this + 0xa8) = 0;
*(undefined4 *)(this + 0xac) = 0;
*(undefined4 *)(this + 200) = 0;
*(undefined4 *)(this + 0xcc) = 0;
*(undefined4 *)(this + 0xd0) = 0;
*(undefined4 *)(this + 0xd4) = 0;
*(undefined4 *)(this + 0xd8) = 0;
*(undefined4 *)(this + 0xe0) = 0;
*(undefined4 *)(this + 0xe4) = 0;
*(undefined4 *)(this + 0xe8) = 0;
*(undefined4 *)(this + 0xec) = 0;
*(undefined4 *)(this + 0xf0) = 0;
*(undefined4 *)(this + 0x100) = 0;
*(undefined4 *)(this + 0x104) = 0;
*(undefined4 *)(this + 0x108) = 0;
*(undefined4 *)(this + 0x10c) = 0;
*(undefined4 *)(this + 0x110) = 0;
*(undefined4 *)(this + 0x114) = 0;
*(undefined4 *)(this + 0x118) = 0;
*(undefined4 *)(this + 0x11c) = 0;
*(undefined4 *)(this + 0x120) = 0;
*(undefined4 *)(this + 0x124) = 0;
*(undefined4 *)(this + 0x128) = 0;
*(undefined4 *)(this + 300) = 0;
*(undefined4 *)(this + 0x130) = 0;
*(undefined4 *)(this + 0x134) = 0;
*(undefined4 *)(this + 0x138) = 0;
*(undefined4 *)this = 0xffffffff;
this[8] = (CSchema)0x0;
*(undefined4 *)(this + 0xf4) = 0;
this[0xb4] = (CSchema)0x0;
*(undefined4 *)(this + 0xb0) = 0;
this[0xbc] = (CSchema)0x0;
*(undefined4 *)(this + 0xc0) = 0;
*(undefined4 *)(this + 4) = 0xffffffff;
*(undefined4 *)(this + 0xc4) = 0;
*(undefined4 *)(this + 0xb8) = 0;
this[0xb5] = (CSchema)0x0;
this[0xbd] = (CSchema)0x0;
*(undefined4 *)(this + 0xdc) = 0xffffffff;
*(undefined4 *)(this + 0xfc) = 0xffffffff;
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.