CTextStat::Init
0x00af4b40 · 86 bytes · __thiscall
_ZN9CTextStat4InitEPFvP11IFileSystemPvS2_ES2_P13CTextStatsMgr
Decompiled
undefined (4 params)
/* CTextStat::Init(void (*)(IFileSystem*, void*, void*), void*, CTextStatsMgr*) */
void __thiscall
CTextStat::Init(CTextStat *this,_func_void_IFileSystem_ptr_void_ptr_void_ptr *param_1,void *param_2,
CTextStatsMgr *param_3)
{
int iVar1;
undefined4 *puVar2;
undefined4 uVar3;
int iVar4;
*(undefined4 *)(*(int *)this + 4) = *(undefined4 *)(this + 4);
**(undefined4 **)(this + 4) = *(undefined4 *)this;
*(CTextStat **)(this + 4) = this;
*(CTextStat **)this = this;
*(undefined4 *)(this + 8) = 0;
uVar3 = GetTextStatsList();
*(undefined4 *)this = uVar3;
iVar4 = GetTextStatsList();
iVar1 = *(int *)this;
puVar2 = *(undefined4 **)(iVar4 + 4);
*(undefined4 **)(this + 4) = puVar2;
*puVar2 = this;
*(CTextStat **)(iVar1 + 4) = this;
*(_func_void_IFileSystem_ptr_void_ptr_void_ptr **)(this + 0xc) = param_1;
*(void **)(this + 0x10) = param_2;
*(CTextStatsMgr **)(this + 8) = param_3;
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.