CDmxKeyValues2ErrorStack::CDmxKeyValues2ErrorStack
0x00beb190 · 70 bytes · __thiscall
_ZN24CDmxKeyValues2ErrorStackC1Ev
Decompiled
undefined (1 param)
/* CDmxKeyValues2ErrorStack::CDmxKeyValues2ErrorStack() */
void __thiscall CDmxKeyValues2ErrorStack::CDmxKeyValues2ErrorStack(CDmxKeyValues2ErrorStack *this)
{
CDmxKeyValues2ErrorStack *pCVar1;
pCVar1 = this;
do {
*(undefined2 *)pCVar1 = 0xffff;
pCVar1 = pCVar1 + 2;
} while (pCVar1 != this + 0x80);
*(char **)(this + 0x80) = "NULL";
*(undefined4 *)(this + 0x84) = 1;
*(undefined4 *)(this + 0x88) = 0;
*(undefined4 *)(this + 0x8c) = 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.