L L4D2node

SVC_Menu::SVC_Menu

0x000b6560 · 139 bytes · __thiscall

_ZN8SVC_MenuC2E11DIALOG_TYPEP9KeyValues

Decompiled

undefined (3 params)

/* SVC_Menu::SVC_Menu(DIALOG_TYPE, KeyValues*) */

void __thiscall SVC_Menu::SVC_Menu(SVC_Menu *this,undefined4 param_2,KeyValues *param_3)

{
  undefined4 uVar1;
  
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x50) = param_2;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined8 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined8 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  this[0x34] = (SVC_Menu)0x0;
  *(undefined8 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x40) = 0;
  *(undefined4 *)(this + 0x44) = 0;
  this[4] = (SVC_Menu)0x1;
  *(undefined4 *)(this + 8) = 0;
  *(undefined ***)this = &PTR__SVC_Menu_002a20c8;
                    /* try { // try from 000b65d6 to 000b65da has its CatchHandler @ 000b65eb */
  uVar1 = KeyValues::MakeCopy(param_3);
  *(undefined4 *)(this + 0x4c) = uVar1;
  *(undefined4 *)(this + 0x54) = 0xffffffff;
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)