CVersusRandom::CVersusRandom
0x006ebc60 · 199 bytes · __thiscall
_ZN13CVersusRandomC2Ev
Decompiled
undefined (1 param)
/* CVersusRandom::CVersusRandom() */
void __thiscall CVersusRandom::CVersusRandom(CVersusRandom *this)
{
CVersusRandom *pCVar1;
CVersusRandom *pCVar2;
int iVar3;
void *pvVar4;
CBaseEntity::CBaseEntity((CBaseEntity *)this,true);
*(undefined ***)this = &PTR__CVersusRandom_00c9bba8;
pCVar1 = this + 0x440;
do {
*(undefined4 *)pCVar1 = 0;
pCVar2 = pCVar1 + 0x18;
*(undefined4 *)(this + (int)(pCVar1 + (0x44c - (int)(this + 0x440)))) = 0xffffffff;
*(undefined4 *)(pCVar1 + 0x10) = 0;
pCVar1 = pCVar2;
} while (pCVar2 != this + 0x5c0);
*(undefined4 *)(this + 0x60c) = 0;
iVar3 = 0;
*(undefined4 *)(this + 0x610) = 0;
*(undefined4 *)(this + 0x600) = 0;
do {
*(undefined4 *)(this + iVar3 * 4 + 0x5c0) = 0xffffffff;
iVar3 = iVar3 + 1;
} while (iVar3 != 0x10);
*(undefined4 *)(this + 0x608) = 8;
pvVar4 = malloc(0x20);
*(undefined4 *)(this + 0x618) = 0;
*(void **)(this + 0x604) = pvVar4;
*(void **)(this + 0x614) = pvVar4;
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.