CSolidSetDefaults::SetDefaults
0x00491970 · 121 bytes · __thiscall
_ZN17CSolidSetDefaults11SetDefaultsEPv
Decompiled
undefined (2 params)
/* CSolidSetDefaults::SetDefaults(void*) */
void __thiscall CSolidSetDefaults::SetDefaults(CSolidSetDefaults *this,void *param_1)
{
*(undefined4 *)((int)param_1 + 0x614) = 0;
*(undefined4 *)((int)param_1 + 0x618) = 0x3f800000;
*(undefined4 *)((int)param_1 + 0x61c) = 0x3f800000;
*(undefined4 *)((int)param_1 + 0x620) = 0x3dcccccd;
*(undefined4 *)((int)param_1 + 0x624) = 0x3dcccccd;
*(undefined4 *)((int)param_1 + 0x628) = 0x3d4ccccd;
*(char **)((int)param_1 + 0x62c) = "DEFAULT";
*(undefined4 *)((int)param_1 + 0x630) = 0;
*(undefined4 *)((int)param_1 + 0x634) = 0;
*(undefined4 *)((int)param_1 + 0x638) = 0x3f800000;
*(undefined1 *)((int)param_1 + 0x63c) = 1;
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.