CGameRules::CGameRules
0x0045fb60 · 88 bytes · __thiscall
_ZN10CGameRulesC1Ev
Decompiled
undefined (1 param)
/* CGameRules::CGameRules() */
void __thiscall CGameRules::CGameRules(CGameRules *this)
{
int iVar1;
undefined *puVar2;
CVoiceGameMgr *this_00;
CAutoGameSystemPerFrame::CAutoGameSystemPerFrame((CAutoGameSystemPerFrame *)this,"CGameRules");
*(undefined ***)this = &PTR_Name_00c14428;
puVar2 = g_pVoiceGameMgrHelper;
g_pGameRules = this;
iVar1 = *(int *)(gpGlobals + 0x14);
/* try { // try from 0045fb96 to 0045fbaf has its CatchHandler @ 0045fbb8 */
this_00 = (CVoiceGameMgr *)GetVoiceGameMgr();
CVoiceGameMgr::Init(this_00,(IVoiceGameMgrHelper *)puVar2,iVar1);
ClearMultiDamage();
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.