CMeleeWeaponInfo::CMeleeWeaponInfo
0x00544900 · 161 bytes · __thiscall
_ZN16CMeleeWeaponInfoC1EPKcP9KeyValues
Decompiled
undefined (3 params)
/* CMeleeWeaponInfo::CMeleeWeaponInfo(char const*, KeyValues*) */
void __thiscall
CMeleeWeaponInfo::CMeleeWeaponInfo(CMeleeWeaponInfo *this,char *param_1,KeyValues *param_2)
{
*(undefined ***)this = &PTR_Parse_00c406c0;
*(undefined4 *)(this + 0xc20) = 0;
*(undefined4 *)(this + 0xc24) = 0;
*(undefined4 *)(this + 0xc28) = 0;
*(undefined4 *)(this + 0xc2c) = 0;
*(undefined4 *)(this + 0xc30) = 0;
*(undefined4 *)(this + 0xc34) = 0;
*(undefined4 *)(this + 0xc38) = 0;
*(undefined4 *)(this + 0xc3c) = 0;
*(undefined4 *)(this + 0xc40) = 0;
*(undefined4 *)(this + 0xc44) = 0;
this[0xc50] = (CMeleeWeaponInfo)0x0;
Clear(this);
/* try { // try from 00544995 to 00544999 has its CatchHandler @ 005449a1 */
Parse(this,param_1,param_2);
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.