TerrorNavArea::TerrorNavArea
0x00973bb0 · 269 bytes · __thiscall
_ZN13TerrorNavAreaC1Ev
Decompiled
undefined (1 param)
/* TerrorNavArea::TerrorNavArea() */
void __thiscall TerrorNavArea::TerrorNavArea(TerrorNavArea *this)
{
CNavArea::CNavArea((CNavArea *)this);
*(undefined ***)this = &PTR__TerrorNavArea_00d115a8;
*(undefined4 *)(this + 0x134) = 0;
*(undefined4 *)(this + 0x14c) = 0xbf800000;
*(undefined4 *)(this + 0x16c) = 0xbf800000;
*(undefined4 *)(this + 0x138) = 0;
*(undefined4 *)(this + 0x13c) = 0;
*(undefined4 *)(this + 0x140) = 0;
*(undefined ***)(this + 0x148) = &PTR_NetworkStateChanged_00c23e10;
*(undefined2 *)(this + 0x164) = 0xffff;
*(undefined2 *)(this + 0x166) = 0xffff;
*(undefined ***)(this + 0x168) = &PTR_NetworkStateChanged_00c23e10;
*(undefined4 *)(this + 0x174) = 0xffffffff;
*(undefined4 *)(this + 300) = 0;
*(undefined4 *)(this + 0x128) = 0;
*(undefined4 *)(this + 0x124) = 0;
*(undefined4 *)(this + 0x160) = 0;
this[0x145] = (TerrorNavArea)0x0;
*(undefined4 *)(this + 0x15c) = 0;
this[0x7d] = (TerrorNavArea)0x0;
this[0x7e] = (TerrorNavArea)0x0;
*(undefined4 *)(this + 0x130) = 0;
this[0x144] = (TerrorNavArea)0x0;
*(undefined4 *)(this + 0x170) = 0;
*(undefined4 *)(this + 0x178) = 0;
*(undefined4 *)(this + 0x154) = 0;
*(undefined4 *)(this + 0x158) = 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.