CMagnumPistol::CMagnumPistol
0x00555ca0 · 111 bytes · __thiscall
_ZN13CMagnumPistolC1Ev
Decompiled
undefined (1 param)
/* CMagnumPistol::CMagnumPistol() */
void __thiscall CMagnumPistol::CMagnumPistol(CMagnumPistol *this)
{
CBaseEdict *this_00;
int iVar1;
CTerrorGun::CTerrorGun((CTerrorGun *)this);
*(undefined ***)this = &PTR__CMagnumPistol_00c459e8;
*(undefined **)(this + 0x1510) = &DAT_00c46134;
if (this[0x17e2] == (CMagnumPistol)0x0) {
return;
}
if (this[0x6c] == (CMagnumPistol)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
/* try { // try from 00555cee to 00555cf2 has its CatchHandler @ 00555d1d */
iVar1 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar1 + 2) = 0;
}
this[0x17e2] = (CMagnumPistol)0x0;
}
else {
this[0x70] = (CMagnumPistol)((byte)this[0x70] | 1);
this[0x17e2] = (CMagnumPistol)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.