CSameTeamGroup::CSameTeamGroup
0x0046fa20 · 186 bytes · __thiscall
_ZN14CSameTeamGroupC2ERKS_
Decompiled
undefined (2 params)
/* CSameTeamGroup::CSameTeamGroup(CSameTeamGroup const&) */
void __thiscall CSameTeamGroup::CSameTeamGroup(CSameTeamGroup *this,CSameTeamGroup *param_1)
{
int iVar1;
int iVar2;
void *pvVar3;
int iVar4;
size_t __size;
*(undefined ***)this = &PTR___cxa_pure_virtual_00c17010;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = *(undefined4 *)(param_1 + 0x18);
iVar1 = *(int *)(param_1 + 0x10);
if (iVar1 == 0) {
return;
}
if (iVar1 < 1) {
*(int *)(this + 0x10) = iVar1;
return;
}
if (iVar1 < 9) {
__size = 0x20;
iVar4 = 8;
}
else {
iVar4 = 8;
do {
iVar2 = iVar4;
iVar4 = iVar2 * 2;
} while (iVar4 < iVar1);
__size = iVar2 * 8;
}
*(int *)(this + 8) = iVar4;
pvVar3 = malloc(__size);
*(int *)(this + 0x10) = iVar1;
*(void **)(this + 4) = pvVar3;
*(void **)(this + 0x14) = pvVar3;
iVar4 = 0;
do {
*(undefined4 *)(*(int *)(this + 4) + iVar4 * 4) =
*(undefined4 *)(*(int *)(param_1 + 4) + iVar4 * 4);
iVar4 = iVar4 + 1;
} while (iVar4 != iVar1);
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.