CFriendlyFireAwardTemplate::CFriendlyFireAwardTemplate
0x008501d0 · 168 bytes · __thiscall
_ZN26CFriendlyFireAwardTemplateC2Ei
Decompiled
undefined (2 params)
/* CFriendlyFireAwardTemplate::CFriendlyFireAwardTemplate(int) */
void __thiscall
CFriendlyFireAwardTemplate::CFriendlyFireAwardTemplate(CFriendlyFireAwardTemplate *this,int param_1)
{
CFriendlyFireAwardTemplate *pCVar1;
CFriendlyFireAwardTemplate *pCVar2;
CAwardTemplate::CAwardTemplate((CAwardTemplate *)this,param_1);
*(undefined ***)this = &PTR__CFriendlyFireAwardTemplate_00cd8a88;
pCVar1 = this + 0x14;
do {
*(undefined4 *)pCVar1 = 0;
pCVar2 = pCVar1 + 0x1c;
*(undefined2 *)(pCVar1 + 0x16) = 0xffff;
*(undefined2 *)(pCVar1 + 0xc) = 0xffff;
*(undefined2 *)(pCVar1 + 0xe) = 0xffff;
*(undefined2 *)(pCVar1 + 0x10) = 0xffff;
*(undefined2 *)(pCVar1 + 0x12) = 0;
*(undefined4 *)(pCVar1 + 4) = 0;
*(undefined4 *)(pCVar1 + 8) = 0;
*(undefined2 *)(pCVar1 + 0x14) = 0;
*(undefined4 *)(pCVar1 + 0x18) = 0;
pCVar1 = pCVar2;
} while (pCVar2 != this + 0x84);
*(undefined ***)(this + 0x84) = &PTR_NetworkStateChanged_00c23e10;
*(undefined4 *)(this + 0x88) = 0xbf800000;
*(undefined ***)(this + 0x8c) = &PTR_NetworkStateChanged_00c23e10;
*(undefined4 *)(this + 0x90) = 0xbf800000;
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.