rr2::IResponseDB::CreateDB
0x00bd8b00 · 113 bytes · __cdecl
_ZN3rr211IResponseDB8CreateDBEv
Decompiled
undefined (0 params)
/* rr2::IResponseDB::CreateDB() */
undefined4 * rr2::IResponseDB::CreateDB(void)
{
undefined4 *puVar1;
puVar1 = ::operator_new(0x50);
*puVar1 = &PTR__IResponseDB_00d56fe8;
/* try { // try from 00bd8b3a to 00bd8b3e has its CatchHandler @ 00bd8b71 */
CUtlSymbolTable::CUtlSymbolTable((CUtlSymbolTable *)(puVar1 + 1),0,0x40,true);
*puVar1 = &PTR__CResponseDB_00d57028;
puVar1[0xf] = 0;
puVar1[0x10] = 0;
puVar1[0x11] = 0;
puVar1[0x12] = 0;
puVar1[0x13] = 0;
return puVar1;
}
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.