CMultiplayer_Expresser::CMultiplayer_Expresser
0x005d3ac0 · 62 bytes · __thiscall
_ZN22CMultiplayer_ExpresserC2EP9CBaseFlex
Decompiled
undefined (2 params)
/* CMultiplayer_Expresser::CMultiplayer_Expresser(CBaseFlex*) */
void __thiscall
CMultiplayer_Expresser::CMultiplayer_Expresser(CMultiplayer_Expresser *this,CBaseFlex *param_1)
{
CAI_Expresser::CAI_Expresser((CAI_Expresser *)this,param_1);
*(undefined4 *)(this + 0x44) = 0;
*(undefined4 *)(this + 0x48) = 3;
*(undefined4 *)(this + 0x4c) = 0xffffffff;
*(undefined ***)this = &PTR_IsValidResponse_00c58e68;
this[0x50] = (CMultiplayer_Expresser)0x0;
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.