CBaseMultiplayerPlayer::CBaseMultiplayerPlayer
0x0062cbd0 · 164 bytes · __thiscall
_ZN22CBaseMultiplayerPlayerC2Ev
Decompiled
undefined (1 param)
/* CBaseMultiplayerPlayer::CBaseMultiplayerPlayer() */
void __thiscall CBaseMultiplayerPlayer::CBaseMultiplayerPlayer(CBaseMultiplayerPlayer *this)
{
undefined4 uVar1;
int iVar2;
KeyValues *this_00;
uint in_stack_ffffffd8;
CBasePlayer::CBasePlayer((CBasePlayer *)this);
*(undefined ***)this = &PTR__CBaseMultiplayerPlayer_00c63008;
*(undefined **)(this + 0x2364) = &DAT_00c637e8;
iVar2 = gpGlobals;
*(undefined4 *)(this + 0x2374) = 0xffffffff;
*(undefined4 *)(this + 0x2380) = 0xbf800000;
*(undefined4 *)(this + 0x2384) = 0;
uVar1 = *(undefined4 *)(iVar2 + 0xc);
*(undefined4 *)(this + 0x2378) = 0;
*(undefined4 *)(this + 0x237c) = uVar1;
/* try { // try from 0062cc35 to 0062cc39 has its CatchHandler @ 0062cc74 */
this_00 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffd8);
/* try { // try from 0062cc57 to 0062cc5b has its CatchHandler @ 0062cc96 */
KeyValues::KeyValues(this_00,"achievement_counts",(IKeyValuesSystem *)0x0,false);
*(KeyValues **)(this + 0x2388) = this_00;
*(undefined4 *)(this + 0x236c) = 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.