Criteria::Criteria
0x005bea50 · 114 bytes · __thiscall
_ZN8CriteriaC2Ev
Decompiled
undefined (1 param)
/* Criteria::Criteria() */
void __thiscall Criteria::Criteria(Criteria *this)
{
undefined2 uVar1;
this[0x11] = (Criteria)((byte)this[0x11] & 0x80);
*(undefined2 *)this = 0xffff;
*(undefined2 *)(this + 0x12) = 0xffff;
*(undefined2 *)(this + 0x14) = 0xffff;
*(undefined4 *)(this + 9) = 0;
*(undefined4 *)(this + 0xd) = 0;
*(undefined4 *)(this + 0x16) = 0;
*(undefined4 *)(this + 0x1a) = 0;
*(undefined4 *)(this + 0x1e) = 0;
*(undefined4 *)(this + 0x22) = 0;
*(undefined4 *)(this + 2) = 0;
uVar1 = float16::ConvertFloatTo16bits(1.0);
this[8] = (Criteria)0x0;
*(undefined2 *)(this + 6) = uVar1;
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.