CTextStatInt::CTextStatInt
0x00af4bf0 · 52 bytes · __thiscall
_ZN12CTextStatIntC1EPKciP13CTextStatsMgr
Decompiled
undefined (4 params)
/* CTextStatInt::CTextStatInt(char const*, int, CTextStatsMgr*) */
void __thiscall
CTextStatInt::CTextStatInt(CTextStatInt *this,char *param_1,int param_2,CTextStatsMgr *param_3)
{
CTextStat *this_00;
this_00 = (CTextStat *)(this + 8);
*(undefined4 *)(this + 0x10) = 0;
*(char **)this = param_1;
*(CTextStat **)(this + 0xc) = this_00;
*(CTextStat **)(this + 8) = this_00;
*(int *)(this + 4) = param_2;
CTextStat::Init(this_00,PrintFn,this,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.