CInfectedAnimationLayer::CInfectedAnimationLayer
0x00a0dc20 · 92 bytes · __thiscall
_ZN23CInfectedAnimationLayerC2Ev
Decompiled
undefined (1 param)
/* CInfectedAnimationLayer::CInfectedAnimationLayer() */
void __thiscall CInfectedAnimationLayer::CInfectedAnimationLayer(CInfectedAnimationLayer *this)
{
*(undefined ***)this = &PTR_NetworkStateChanged_00d20e40;
*(undefined4 *)(this + 4) = 0;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 6;
NetworkStateChanged(this);
this[0x10] = (CInfectedAnimationLayer)0x0;
(**(code **)(*(int *)this + 4))(this,this + 0x10);
*(undefined4 *)(this + 0x14) = 0;
Reset(this);
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.