CInferno::CInferno
0x008c6ff0 · 169 bytes · __thiscall
_ZN8CInfernoC2Ev
Decompiled
undefined (1 param)
/* CInferno::CInferno() */
void __thiscall CInferno::CInferno(CInferno *this)
{
undefined4 uVar1;
CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
*(undefined ***)this = &PTR__CInferno_00ce8168;
uVar1 = InfernoMaxFlames._28_4_;
*(undefined ***)(this + 0xb68) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0xb6c) = 0;
*(undefined4 *)(this + 0xb70) = 0xbf800000;
*(undefined ***)(this + 0xb74) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0xb78) = 0;
*(undefined4 *)(this + 0xb7c) = 0xbf800000;
*(undefined ***)(this + 0xb98) = &PTR_NetworkStateChanged_00c23e10;
*(undefined4 *)(this + 0xb9c) = 0xbf800000;
*(undefined ***)(this + 0xba8) = &PTR_NetworkStateChanged_00c0b6e0;
*(undefined4 *)(this + 0xbac) = 0;
*(undefined4 *)(this + 0xbb0) = 0xbf800000;
uVar1 = *(undefined4 *)(uVar1 + 0x30);
*(undefined4 *)(this + 0xbb4) = 0;
*(undefined4 *)(this + 0xba4) = uVar1;
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.