CHLTVDirector::CHLTVDirector
0x006dafa0 · 200 bytes · __thiscall
_ZN13CHLTVDirectorC2Ev
Decompiled
undefined (1 param)
/* CHLTVDirector::CHLTVDirector() */
void __thiscall CHLTVDirector::CHLTVDirector(CHLTVDirector *this)
{
*(undefined2 *)(this + 0x1e0) = 0xffff;
*(undefined2 *)(this + 0x1e2) = 0;
this[8] = (CHLTVDirector)0x0;
*(undefined4 *)(this + 4) = 0x2a;
*(undefined ***)this = &PTR__CHLTVDirector_00c93bc8;
*(undefined ***)(this + 0xc) = &PTR_Name_00c93c58;
*(undefined ***)(this + 0x10) = &PTR__CHLTVDirector_00c93ca4;
*(undefined4 *)(this + 0x1d4) = 0;
*(undefined4 *)(this + 0x1d8) = 0;
*(undefined4 *)(this + 0x1dc) = 0;
*(undefined2 *)(this + 0x1e4) = 0xffff;
*(undefined2 *)(this + 0x1e6) = 0xffff;
*(undefined4 *)(this + 0x1e8) = 0;
*(undefined4 *)(this + 0x20) = 0;
*(undefined4 *)(this + 0x18) = 0x41f00000;
*(undefined4 *)(this + 0x3c) = 1;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x34) = 0;
*(undefined4 *)(this + 0x30) = 0;
*(undefined4 *)(this + 0x44) = 0;
*(code **)(this + 0x1d0) = GameEventLessFunc;
*(undefined4 *)(this + 0x40) = 0;
*(undefined4 *)(this + 0x1cc) = 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.