CGlowProperty::Init
0x00465d10 · 190 bytes · __thiscall
_ZN13CGlowProperty4InitEP11CBaseEntity
Decompiled
undefined (2 params)
/* CGlowProperty::Init(CBaseEntity*) */
void __thiscall CGlowProperty::Init(CGlowProperty *this,CBaseEntity *param_1)
{
*(CBaseEntity **)(this + 0x2c) = param_1;
if (*(int *)(this + 4) != 0) {
(**(code **)(*(int *)this + 4))(this,this + 4);
*(undefined4 *)(this + 4) = 0;
}
if (*(int *)(this + 8) != 0) {
(**(code **)(*(int *)this + 4))(this,this + 8);
*(undefined4 *)(this + 8) = 0;
}
if (*(int *)(this + 0xc) != 0) {
(**(code **)(*(int *)this + 4))(this,this + 0xc);
*(undefined4 *)(this + 0xc) = 0;
}
*(undefined4 *)(this + 0x24) = 0xffffffff;
if (*(int *)(this + 0x10) != 0) {
(**(code **)(*(int *)this + 4))(this,this + 0x10);
*(undefined4 *)(this + 0x10) = 0;
}
this[0x28] = (CGlowProperty)0x0;
if (this[0x14] != (CGlowProperty)0x0) {
(**(code **)(*(int *)this + 4))(this,this + 0x14);
this[0x14] = (CGlowProperty)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.