CDirectorChallengeMode::CDirectorChallengeMode
0x008a09e0 · 124 bytes · __thiscall
_ZN22CDirectorChallengeModeC2Ev
Decompiled
undefined (1 param)
/* CDirectorChallengeMode::CDirectorChallengeMode() */
void __thiscall CDirectorChallengeMode::CDirectorChallengeMode(CDirectorChallengeMode *this)
{
*(undefined4 *)(this + 0x13c) = 0xffffffff;
*(undefined4 *)(this + 0x148) = 0;
*(undefined4 *)(this + 0x14c) = 0;
*(undefined4 *)(this + 0x150) = 0;
*(undefined4 *)(this + 0x154) = 0;
*(undefined4 *)(this + 0x158) = 0;
/* try { // try from 008a0a30 to 008a0a4a has its CatchHandler @ 008a0a5c */
CScriptHud::CScriptHud((CScriptHud *)(this + 0x15c));
CScriptJournal::CScriptJournal((CScriptJournal *)(this + 0x178));
ResetNonVirtual(this);
*(undefined4 *)(this + 0x198) = 0;
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.