CChoreoActor::CChoreoActor
0x00b9d720 · 110 bytes · __thiscall
_ZN12CChoreoActorC2EPKc
Decompiled
undefined (2 params)
/* CChoreoActor::CChoreoActor(char const*) */
void __thiscall CChoreoActor::CChoreoActor(CChoreoActor *this,char *param_1)
{
*(undefined4 *)(this + 0x100) = 0;
*(undefined4 *)(this + 0x104) = 0;
*(undefined4 *)(this + 0x108) = 0;
*(undefined4 *)(this + 0x10c) = 0;
*(undefined4 *)(this + 0x110) = 0;
*this = (CChoreoActor)0x0;
this[0x80] = (CChoreoActor)0x0;
this[0x114] = (CChoreoActor)0x1;
/* try { // try from 00b9d781 to 00b9d785 has its CatchHandler @ 00b9d78e */
V_strncpy((char *)this,param_1,0x80);
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.