CFishPool::CFishPool
0x006a6940 · 516 bytes · __thiscall
_ZN9CFishPoolC2Ev
Decompiled
undefined (1 param)
/* CFishPool::CFishPool() */
void __thiscall CFishPool::CFishPool(CFishPool *this)
{
CFishPool *pCVar1;
int *piVar2;
longdouble lVar3;
CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
this[0x448] = (CFishPool)0x0;
*(undefined4 *)(this + 0x444) = 0x2a;
*(undefined ***)this = &PTR__CFishPool_00c879c8;
*(undefined ***)(this + 0x440) = &PTR__CFishPool_00c87cf8;
*(undefined4 *)(this + 0x460) = 0;
*(undefined4 *)(this + 0x464) = 0;
*(undefined4 *)(this + 0x468) = 0;
*(undefined4 *)(this + 0x46c) = 0;
*(undefined4 *)(this + 0x470) = 0;
*(undefined ***)(this + 0x474) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0x478) = 0;
*(undefined4 *)(this + 0x47c) = 0xbf800000;
*(undefined4 *)(this + 0x44c) = 0;
*(undefined4 *)(this + 0x450) = 0x437f0000;
*(undefined4 *)(this + 0x454) = 0;
this[0x45c] = (CFishPool)0x0;
/* try { // try from 006a6a0a to 006a6b3a has its CatchHandler @ 006a6b4d */
lVar3 = (longdouble)CountdownTimer::Now();
if ((float)lVar3 + 0.5 != *(float *)(this + 0x47c)) {
(**(code **)(*(int *)(this + 0x474) + 4))(this + 0x474,this + 0x47c);
*(float *)(this + 0x47c) = (float)lVar3 + 0.5;
}
if (*(float *)(this + 0x478) != 0.5) {
(**(code **)(*(int *)(this + 0x474) + 4))(this + 0x474,this + 0x478);
*(undefined4 *)(this + 0x478) = 0x3f000000;
}
piVar2 = gameeventmanager;
this[0x448] = (CFishPool)0x1;
pCVar1 = this + 0x440;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"player_shoot",1);
piVar2 = gameeventmanager;
this[0x448] = (CFishPool)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"player_footstep",1);
piVar2 = gameeventmanager;
this[0x448] = (CFishPool)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"weapon_fire",1);
piVar2 = gameeventmanager;
this[0x448] = (CFishPool)0x1;
(**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"hegrenade_detonate",1);
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.