CGameRulesProxy::CGameRulesProxy
0x0045faa0 · 63 bytes · __thiscall
_ZN15CGameRulesProxyC2Ev
Decompiled
undefined (1 param)
/* CGameRulesProxy::CGameRulesProxy() */
void __thiscall CGameRulesProxy::CGameRulesProxy(CGameRulesProxy *this)
{
CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
*(undefined ***)this = &PTR__CGameRulesProxy_00c140e8;
if (s_pGameRulesProxy != (CBaseEntity *)0x0) {
/* try { // try from 0045facd to 0045fad1 has its CatchHandler @ 0045fadf */
UTIL_Remove(s_pGameRulesProxy);
}
s_pGameRulesProxy = (CBaseEntity *)this;
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.