CServerNetworkProperty::CServerNetworkProperty
0x00821250 · 105 bytes · __thiscall
_ZN22CServerNetworkPropertyC1Ev
Decompiled
undefined (1 param)
/* CServerNetworkProperty::CServerNetworkProperty() */
void __thiscall CServerNetworkProperty::CServerNetworkProperty(CServerNetworkProperty *this)
{
*(undefined ***)this = &PTR_GetEntityHandle_00ccd828;
*(undefined **)(this + 4) = &DAT_00ccd864;
*(undefined4 *)(this + 0x34) = 0xffffffff;
/* try { // try from 00821276 to 0082127a has its CatchHandler @ 008212b9 */
CEventRegister::CEventRegister((CEventRegister *)(this + 0x38));
this[0x4c] = (CServerNetworkProperty)((byte)this[0x4c] & 0xfe);
*(undefined4 *)(this + 0xc) = 0;
*(undefined2 *)(this + 0x12) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0x30) = 0;
/* try { // try from 008212ac to 008212b0 has its CatchHandler @ 008212c7 */
CEventRegister::Init
((CEventRegister *)(this + 0x38),(CTimedEventMgr *)g_NetworkPropertyEventMgr,
(IEventRegisterCallback *)(this + 4));
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.