CFuncTrackTrain::CFuncTrackTrain
0x00b0cc10 · 159 bytes · __thiscall
_ZN15CFuncTrackTrainC1Ev
Decompiled
undefined (1 param)
/* CFuncTrackTrain::CFuncTrackTrain() */
void __thiscall CFuncTrackTrain::CFuncTrackTrain(CFuncTrackTrain *this)
{
int iVar1;
CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
*(undefined ***)this = &PTR__CFuncTrackTrain_00d3db88;
iVar1 = gpGlobals;
*(undefined4 *)(this + 0x4bc) = 0;
*(undefined4 *)(this + 0x4c8) = 0xffffffff;
*(undefined4 *)(this + 0x4cc) = 0;
*(undefined4 *)(this + 0x4d4) = 0;
*(undefined4 *)(this + 0x4e0) = 0xffffffff;
*(undefined4 *)(this + 0x4e4) = 0;
*(undefined4 *)(this + 0x4b0) = 1;
*(undefined4 *)(this + 0x4b4) = 0;
*(undefined4 *)(this + 0x460) = 0;
*(undefined4 *)(this + 0x464) = 0;
*(undefined4 *)(this + 0x468) = 0;
*(undefined4 *)(this + 0x46c) = *(undefined4 *)(iVar1 + 0x18);
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.