CAutoGameSystemPerFrame::CAutoGameSystemPerFrame
0x00468480 · 68 bytes · __thiscall
_ZN23CAutoGameSystemPerFrameC2EPKc
Decompiled
undefined (2 params)
/* CAutoGameSystemPerFrame::CAutoGameSystemPerFrame(char const*) */
void __thiscall
CAutoGameSystemPerFrame::CAutoGameSystemPerFrame(CAutoGameSystemPerFrame *this,char *param_1)
{
undefined4 uVar1;
bool bVar2;
bVar2 = s_bSystemsInitted == '\0';
*(undefined ***)this = &PTR_Name_00bfb688;
*(char **)(this + 8) = param_1;
uVar1 = s_pPerFrameSystemList;
if (bVar2) {
s_pPerFrameSystemList = this;
*(undefined4 *)(this + 4) = uVar1;
return;
}
/* try { // try from 004684bb to 004684bf has its CatchHandler @ 004684c7 */
IGameSystem::Add((IGameSystem *)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.