CInfoZombieSpawn::CInfoZombieSpawn
0x008d4850 · 110 bytes · __thiscall
_ZN16CInfoZombieSpawnC2Ev
Decompiled
undefined (1 param)
/* CInfoZombieSpawn::CInfoZombieSpawn() */
void __thiscall CInfoZombieSpawn::CInfoZombieSpawn(CInfoZombieSpawn *this)
{
CInfoZombieSpawn *pCVar1;
CInfoZombieSpawn *pCVar2;
CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
*(undefined ***)this = &PTR__CInfoZombieSpawn_00ced088;
*(undefined4 *)(this + 0x448) = 0xffffffff;
pCVar1 = this + 0x44c;
do {
*(undefined4 *)pCVar1 = 0;
pCVar2 = pCVar1 + 0x18;
*(undefined4 *)(this + (int)(pCVar1 + (0x458 - (int)(this + 0x44c)))) = 0xffffffff;
*(undefined4 *)(pCVar1 + 0x10) = 0;
pCVar1 = pCVar2;
} while (pCVar2 != this + 0x524);
this[0x444] = (CInfoZombieSpawn)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.