CBreakParser::SetDefaults
0x0049bf90 · 156 bytes · __thiscall
_ZN12CBreakParser11SetDefaultsEPv
Decompiled
undefined (2 params)
/* CBreakParser::SetDefaults(void*) */
void __thiscall CBreakParser::SetDefaults(CBreakParser *this,void *param_1)
{
undefined4 uVar1;
*(undefined4 *)param_1 = vec3_origin;
uVar1 = DAT_01053d4c;
*(undefined1 *)((int)param_1 + 0xc) = 0;
*(undefined4 *)((int)param_1 + 4) = uVar1;
uVar1 = DAT_01053d50;
*(undefined4 *)((int)param_1 + 0x418) = 0x3f800000;
*(undefined4 *)((int)param_1 + 8) = uVar1;
*(undefined4 *)((int)param_1 + 0x40c) = 0x41a00000;
*(undefined4 *)((int)param_1 + 0x410) = 0;
*(undefined4 *)((int)param_1 + 0x414) = 0;
*(undefined4 *)((int)param_1 + 0x41c) = *(undefined4 *)(this + 8);
uVar1 = *(undefined4 *)(this + 4);
*(undefined1 *)((int)param_1 + 0x424) = 0;
*(undefined1 *)((int)param_1 + 0x426) = 0;
*(undefined1 *)((int)param_1 + 0x20c) = 0;
*(undefined1 *)((int)param_1 + 0x425) = 0;
*(undefined4 *)((int)param_1 + 0x420) = uVar1;
*(undefined4 *)((int)param_1 + 0x428) = 0;
this[0xc] = (CBreakParser)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.