CIKContext::CIKContext
0x00b8a7e0 · 154 bytes · __thiscall
_ZN10CIKContextC2Ev
Decompiled
undefined (1 param)
/* CIKContext::CIKContext() */
void __thiscall CIKContext::CIKContext(CIKContext *this)
{
*(undefined4 *)(this + 0xff0) = 0;
*(CIKContext **)(this + 0xff4) = this;
*(undefined4 *)(this + 0xffc) = 0;
*(undefined4 *)(this + 0x1000) = 0;
*(undefined4 *)(this + 0x1004) = 0;
*(undefined4 *)(this + 0x1008) = 0;
*(undefined4 *)(this + 0x100c) = 0;
*(undefined4 *)(this + 0x1010) = 0;
*(undefined4 *)(this + 0x1014) = 0;
*(undefined4 *)(this + 0x1018) = 0;
*(undefined4 *)(this + 0x101c) = 0;
*(undefined4 *)(this + 0x1020) = 0;
*(undefined4 *)(this + 0x1054) = 0xffffffff;
*(undefined4 *)(this + 0xff8) = 0;
*(undefined4 *)(this + 0x1058) = 0xbf800000;
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.