CDecalEmitterSystem::CDecalEmitterSystem
0x00447940 · 280 bytes · __thiscall
_ZN19CDecalEmitterSystemC2EPKc
Decompiled
undefined (2 params)
/* CDecalEmitterSystem::CDecalEmitterSystem(char const*) */
void __thiscall CDecalEmitterSystem::CDecalEmitterSystem(CDecalEmitterSystem *this,char *param_1)
{
*(undefined ***)this = &PTR___cxa_pure_virtual_00c11a68;
CAutoGameSystem::CAutoGameSystem((CAutoGameSystem *)(this + 4),param_1);
*(undefined ***)this = &PTR_GetDecalIndexForName_00c11a88;
*(undefined ***)(this + 4) = &PTR_Name_00c11aac;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 0x20) = 0;
*(undefined4 *)(this + 0x28) = 0;
*(undefined4 *)(this + 0x2c) = 0;
*(undefined4 *)(this + 0x30) = 0;
*(undefined4 *)(this + 0x34) = 0xffffffff;
*(undefined4 *)(this + 0x38) = 0;
*(undefined4 *)(this + 0x3c) = 0xffffffff;
*(undefined4 *)(this + 0x40) = 0xffffffff;
*(undefined4 *)(this + 0x44) = 0;
*(code **)(this + 0x24) = CaselessStringLessThan;
/* try { // try from 004479f1 to 004479f5 has its CatchHandler @ 00447a58 */
CUtlSymbolTable::CUtlSymbolTable((CUtlSymbolTable *)(this + 0x48),0,0x10,false);
*(undefined4 *)(this + 0x84) = 0;
*(undefined4 *)(this + 0x88) = 0;
*(undefined4 *)(this + 0x8c) = 0;
*(undefined4 *)(this + 0x90) = 0xffffffff;
*(undefined4 *)(this + 0x94) = 0;
*(undefined4 *)(this + 0x98) = 0xffffffff;
*(undefined4 *)(this + 0x9c) = 0xffffffff;
*(undefined4 *)(this + 0xa0) = 0;
*(code **)(this + 0x80) = CaselessStringLessThan;
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.