CThrow::CThrow
0x004df6f0 · 155 bytes · __thiscall
_ZN6CThrowC1Ev
Decompiled
undefined (1 param)
/* CThrow::CThrow() */
void __thiscall CThrow::CThrow(CThrow *this)
{
CBaseAbility::CBaseAbility((CBaseAbility *)this);
*(undefined ***)this = &PTR__CThrow_00c24428;
*(undefined ***)(this + 0x460) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x464) = 0;
*(undefined4 *)(this + 0x468) = 0xbf800000;
*(undefined ***)(this + 0x46c) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x470) = 0;
*(undefined4 *)(this + 0x474) = 0xbf800000;
*(undefined ***)(this + 0x47c) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x480) = 0;
*(undefined4 *)(this + 0x484) = 0xbf800000;
*(undefined ***)(this + 0x488) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x48c) = 0;
*(undefined4 *)(this + 0x490) = 0xbf800000;
*(undefined4 *)(this + 0x494) = 0xffffffff;
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.