CCSWeaponInfo::CCSWeaponInfo
0x0043bf10 · 117 bytes · __thiscall
_ZN13CCSWeaponInfoC2Ev
Decompiled
undefined (1 param)
/* CCSWeaponInfo::CCSWeaponInfo() */
void __thiscall CCSWeaponInfo::CCSWeaponInfo(CCSWeaponInfo *this)
{
FileWeaponInfo_t::FileWeaponInfo_t((FileWeaponInfo_t *)this);
*(undefined ***)this = &PTR_Parse_00c0f528;
*(undefined4 *)(this + 0x890) = 0x3f800000;
this[0x91d] = (CCSWeaponInfo)0x0;
this[0x96d] = (CCSWeaponInfo)0x0;
this[0x8ad] = (CCSWeaponInfo)0x0;
this[0x8cd] = (CCSWeaponInfo)0x0;
this[0x8dd] = (CCSWeaponInfo)0x0;
this[0xa08] = (CCSWeaponInfo)0x0;
this[0xb48] = (CCSWeaponInfo)0x0;
this[0xb98] = (CCSWeaponInfo)0x0;
this[0xa58] = (CCSWeaponInfo)0x0;
this[0xaa8] = (CCSWeaponInfo)0x0;
this[0xaf8] = (CCSWeaponInfo)0x0;
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.