ServerClassInit<DT_ParticleFire::ignored>
0x0076e970 · 371 bytes · __cdecl
_Z15ServerClassInitIN15DT_ParticleFire7ignoredEEiPT_
Decompiled
int (1 param)
/* int ServerClassInit<DT_ParticleFire::ignored>(DT_ParticleFire::ignored*) */
int ServerClassInit<DT_ParticleFire::ignored>(ignored *param_1)
{
int iVar1;
if (ServerClassInit<DT_ParticleFire::ignored>(DT_ParticleFire::ignored*)::g_SendProps == '\0') {
iVar1 = __cxa_guard_acquire(&ServerClassInit<DT_ParticleFire::ignored>(DT_ParticleFire::ignored*)
::g_SendProps);
if (iVar1 != 0) {
/* try { // try from 0076ea07 to 0076ea0b has its CatchHandler @ 0076eaea */
SendPropInt(ServerClassInit<DT_ParticleFire::ignored>(DT_ParticleFire::ignored*)::g_SendProps,
0xbfae4c,0,4,-1,
(_func_void_SendProp_ptr_void_ptr_void_ptr_DVariant_ptr_int_int *)0x0,'\0');
/* try { // try from 0076ea5e to 0076ea62 has its CatchHandler @ 0076eb15 */
SendPropVector(ServerClassInit<DT_ParticleFire::ignored>(DT_ParticleFire::ignored*)::
g_SendProps + 0x54,0xcab1dc,0x440,0xc,0,5.73972e-42,0.0,
(_func_void_SendProp_ptr_void_ptr_void_ptr_DVariant_ptr_int_int *)0xc7ec9090,
0xc0);
/* try { // try from 0076eab5 to 0076eab9 has its CatchHandler @ 0076eb1e */
SendPropVector(ServerClassInit<DT_ParticleFire::ignored>(DT_ParticleFire::ignored*)::
g_SendProps + 0xa8,0xcab1e6,0x44c,0xc,0,5.60519e-45,0.0,
(_func_void_SendProp_ptr_void_ptr_void_ptr_DVariant_ptr_int_int *)0xc7ec9090,
0xc0);
__cxa_guard_release(&ServerClassInit<DT_ParticleFire::ignored>(DT_ParticleFire::ignored*)::
g_SendProps);
__cxa_atexit(__tcf_0,0,&__dso_handle);
}
}
SendTable::Construct
((SendTable *)DT_ParticleFire::g_SendTable,
(SendProp *)
(ServerClassInit<DT_ParticleFire::ignored>(DT_ParticleFire::ignored*)::g_SendProps +
0x54),2,"DT_ParticleFire");
return 1;
}
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.