CTEBloodStream::CTEBloodStream
0x00afa4b0 · 166 bytes · __thiscall
_ZN14CTEBloodStreamC1EPKc
Decompiled
undefined (2 params)
/* CTEBloodStream::CTEBloodStream(char const*) */
void __thiscall CTEBloodStream::CTEBloodStream(CTEBloodStream *this,char *param_1)
{
CBaseTempEntity::CBaseTempEntity((CBaseTempEntity *)this,param_1);
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined ***)this = &PTR_GetServerClass_00d3b168;
if (((*(float *)(this + 0x18) != 0.0) || (*(float *)(this + 0x1c) != 0.0)) ||
(*(float *)(this + 0x20) != 0.0)) {
*(undefined4 *)(this + 0x18) = 0;
*(undefined4 *)(this + 0x1c) = 0;
*(undefined4 *)(this + 0x20) = 0;
}
if (*(int *)(this + 0x24) != 0) {
*(undefined4 *)(this + 0x24) = 0;
}
if (*(int *)(this + 0x28) != 0) {
*(undefined4 *)(this + 0x28) = 0;
}
if (*(int *)(this + 0x2c) != 0) {
*(undefined4 *)(this + 0x2c) = 0;
}
if (*(int *)(this + 0x30) != 0) {
*(undefined4 *)(this + 0x30) = 0;
}
if (*(int *)(this + 0x34) != 0) {
*(undefined4 *)(this + 0x34) = 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.