CGrenadeExpertAwardTemplate::CGrenadeExpertAwardTemplate
0x00852e20 · 83 bytes · __thiscall
_ZN27CGrenadeExpertAwardTemplateC1Ei
Decompiled
undefined (2 params)
/* CGrenadeExpertAwardTemplate::CGrenadeExpertAwardTemplate(int) */
void __thiscall
CGrenadeExpertAwardTemplate::CGrenadeExpertAwardTemplate
(CGrenadeExpertAwardTemplate *this,int param_1)
{
CAwardTemplate::CAwardTemplate((CAwardTemplate *)this,param_1);
*(undefined ***)this = &PTR__CGrenadeExpertAwardTemplate_00cd8c88;
*(undefined4 *)(this + 0x10) = 0;
this[0x14] = (CGrenadeExpertAwardTemplate)0x0;
this[0x15] = (CGrenadeExpertAwardTemplate)0x1;
this[0x16] = (CGrenadeExpertAwardTemplate)0x0;
*(undefined4 *)(this + 0x18) = 0;
this[0x1c] = (CGrenadeExpertAwardTemplate)0x0;
this[0x1d] = (CGrenadeExpertAwardTemplate)0x1;
this[0x1e] = (CGrenadeExpertAwardTemplate)0x0;
this[0x1f] = (CGrenadeExpertAwardTemplate)0x0;
this[0x20] = (CGrenadeExpertAwardTemplate)0x0;
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.