CGameMovement::CGameMovement
0x00455700 · 119 bytes · __thiscall
_ZN13CGameMovementC2Ev
Decompiled
undefined (1 param)
/* CGameMovement::CGameMovement() */
void __thiscall CGameMovement::CGameMovement(CGameMovement *this)
{
int iVar1;
CGameMovement *pCVar2;
*(undefined ***)this = &PTR__CGameMovement_00c13c48;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
this[0x63d] = (CGameMovement)0x0;
*(undefined4 *)(this + 8) = 0;
pCVar2 = this + 0x640;
for (iVar1 = 0x42; iVar1 != 0; iVar1 = iVar1 + -1) {
*(undefined4 *)pCVar2 = 0;
pCVar2 = pCVar2 + 4;
}
pCVar2 = this + 0x748;
for (iVar1 = 0x21; iVar1 != 0; iVar1 = iVar1 + -1) {
*(undefined4 *)pCVar2 = 0;
pCVar2 = pCVar2 + 4;
}
*(undefined4 *)(this + 0x7d4) = 0;
*(undefined4 *)(this + 0x7cc) = 0;
*(undefined4 *)(this + 0x7d8) = 0;
*(undefined4 *)(this + 0x7dc) = 0x3f800000;
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.