FileWeaponInfo_t::FileWeaponInfo_t
0x00585460 · 355 bytes · __thiscall
_ZN16FileWeaponInfo_tC2Ev
Decompiled
undefined (1 param)
/* FileWeaponInfo_t::FileWeaponInfo_t() */
void __thiscall FileWeaponInfo_t::FileWeaponInfo_t(FileWeaponInfo_t *this)
{
int iVar1;
FileWeaponInfo_t *pFVar2;
*(undefined ***)this = &PTR_Parse_00c54b88;
this[4] = (FileWeaponInfo_t)0x0;
this[5] = (FileWeaponInfo_t)0x0;
this[6] = (FileWeaponInfo_t)0x0;
this[0x56] = (FileWeaponInfo_t)0x0;
this[0xa6] = (FileWeaponInfo_t)0x0;
this[0xf6] = (FileWeaponInfo_t)0x0;
this[0x146] = (FileWeaponInfo_t)0x0;
*(undefined4 *)(this + 0x158) = 0;
*(undefined4 *)(this + 0x15c) = 0;
*(undefined4 *)(this + 0x160) = 0;
*(undefined4 *)(this + 0x164) = 0;
*(undefined4 *)(this + 0x168) = 0;
*(undefined4 *)(this + 0x16c) = 0;
*(undefined4 *)(this + 0x170) = 0;
*(undefined4 *)(this + 0x174) = 0xffffffff;
this[0x178] = (FileWeaponInfo_t)0x0;
this[0x179] = (FileWeaponInfo_t)0x0;
*(undefined4 *)(this + 0x17c) = 0;
this[0x180] = (FileWeaponInfo_t)0x0;
this[0x1a0] = (FileWeaponInfo_t)0x0;
this[0x1c0] = (FileWeaponInfo_t)0x0;
pFVar2 = this + 0x210;
for (iVar1 = 400; iVar1 != 0; iVar1 = iVar1 + -1) {
*(undefined4 *)pFVar2 = 0;
pFVar2 = pFVar2 + 4;
}
this[0x858] = (FileWeaponInfo_t)0x0;
*(undefined4 *)(this + 0x850) = 0;
*(undefined4 *)(this + 0x854) = 0;
*(undefined4 *)(this + 0x85c) = 0;
*(undefined4 *)(this + 0x860) = 0;
*(undefined4 *)(this + 0x864) = 0;
*(undefined4 *)(this + 0x868) = 0;
*(undefined4 *)(this + 0x86c) = 0;
*(undefined4 *)(this + 0x884) = 0;
*(undefined4 *)(this + 0x888) = 0;
*(undefined4 *)(this + 0x870) = 0;
*(undefined4 *)(this + 0x874) = 0;
*(undefined4 *)(this + 0x878) = 0;
*(undefined4 *)(this + 0x87c) = 0;
this[0x88c] = (FileWeaponInfo_t)0x0;
this[0x85a] = (FileWeaponInfo_t)0x1;
this[0x859] = (FileWeaponInfo_t)0x1;
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.