CStudioHdr::CStudioHdr
0x0059f700 · 174 bytes · __thiscall
_ZN10CStudioHdrC2EPK11studiohdr_tP9IMDLCache
Decompiled
undefined (3 params)
/* CStudioHdr::CStudioHdr(studiohdr_t const*, IMDLCache*) */
void __thiscall CStudioHdr::CStudioHdr(CStudioHdr *this,studiohdr_t *param_1,IMDLCache *param_2)
{
*(undefined4 *)(this + 8) = 0;
*(CStudioHdr **)(this + 0x20) = this + 0x1c;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x24) = 0;
*(undefined4 *)(this + 0x28) = 0;
*(undefined4 *)(this + 0x2c) = 0;
*(undefined4 *)(this + 0x30) = 0;
*(undefined4 *)(this + 0x34) = 0;
*(undefined4 *)(this + 0x38) = 0;
*(undefined4 *)(this + 0x3c) = 0;
*(undefined4 *)(this + 0x40) = 0;
*(undefined4 *)(this + 0x44) = 0;
*(undefined4 *)(this + 0x48) = 0;
*(undefined4 *)(this + 0x4c) = 0;
*(undefined4 *)(this + 0x50) = 0;
*(undefined4 *)(this + 0x1c) = 0;
/* try { // try from 0059f7a1 to 0059f7a5 has its CatchHandler @ 0059f7ae */
Init(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.