CAI_Expresser::CAI_Expresser
0x005d39e0 · 158 bytes · __thiscall
_ZN13CAI_ExpresserC2EP9CBaseFlex
Decompiled
undefined (2 params)
/* CAI_Expresser::CAI_Expresser(CBaseFlex*) */
void __thiscall CAI_Expresser::CAI_Expresser(CAI_Expresser *this,CBaseFlex *param_1)
{
undefined4 *puVar1;
*(undefined ***)this = &PTR_IsValidResponse_00c58e40;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0xffffffff;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 0x20) = 0xffffffff;
*(undefined4 *)(this + 0x24) = 0xffffffff;
*(undefined4 *)(this + 0x28) = 0;
*(code **)(this + 8) = CaselessStringLessThan;
*(undefined4 *)(this + 0x2c) = 0;
*(undefined4 *)(this + 0x30) = 0;
*(undefined4 *)(this + 0x34) = 0;
*(undefined4 *)(this + 0x38) = 100;
*(undefined4 *)(this + 0x3c) = 0;
*(undefined4 *)(this + 0x40) = 0xffffffff;
if (param_1 != (CBaseFlex *)0x0) {
/* try { // try from 005d3a6e to 005d3a70 has its CatchHandler @ 005d3a7e */
puVar1 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0x40) = *puVar1;
}
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.