CStudioHdr::CActivityToSequenceMapping::CActivityToSequenceMapping
0x005a57b0 · 144 bytes · __thiscall
_ZN10CStudioHdr26CActivityToSequenceMappingC1Ev
Decompiled
undefined (1 param)
/* CStudioHdr::CActivityToSequenceMapping::CActivityToSequenceMapping() */
void __thiscall
CStudioHdr::CActivityToSequenceMapping::CActivityToSequenceMapping(CActivityToSequenceMapping *this)
{
int iVar1;
*(undefined4 *)this = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0;
/* try { // try from 005a57f9 to 005a57fd has its CatchHandler @ 005a5840 */
CUtlVector<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,int>>
::SetCount((CUtlVector<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,int>>
*)(this + 8),8);
iVar1 = 0;
do {
*(undefined4 *)(*(int *)(this + 8) + 0xc + iVar1) = 0;
*(undefined4 *)(*(int *)(this + 8) + 8 + iVar1) = 0;
iVar1 = iVar1 + 0x14;
} while (iVar1 != 0xa0);
this[0x1e] = (CActivityToSequenceMapping)0x1;
*(undefined4 *)(this + 0x20) = 7;
*(undefined4 *)(this + 0x24) = 0;
*(undefined4 *)(this + 0x28) = 0;
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.