L L4D2node

CCoreDispSurface::Init

0x000bd200 · 342 bytes · __thiscall

_ZN16CCoreDispSurface4InitEv

Decompiled

undefined (1 param)

/* CCoreDispSurface::Init() */

void __thiscall CCoreDispSurface::Init(CCoreDispSurface *this)

{
  CCoreDispSurface *pCVar1;
  CCoreDispSurface *pCVar2;
  int iVar3;
  
  iVar3 = 0;
  *(undefined4 *)this = 0xffffffff;
  *(undefined4 *)(this + 4) = 0;
  pCVar1 = this;
  pCVar2 = this;
  do {
    *(undefined4 *)(pCVar2 + 0x10) = 0;
    *(undefined4 *)(pCVar2 + 0xc) = 0;
    *(undefined4 *)(pCVar2 + 8) = 0;
    *(undefined4 *)(pCVar2 + 0x40) = 0;
    *(undefined4 *)(pCVar2 + 0x3c) = 0;
    *(undefined4 *)(pCVar2 + 0x38) = 0;
    *(undefined4 *)(this + iVar3 * 8 + 0x6c) = 0;
    *(undefined4 *)(this + iVar3 * 8 + 0x68) = 0;
    *(undefined4 *)(pCVar1 + 0x8c) = 0;
    *(undefined4 *)(pCVar1 + 0x88) = 0;
    *(undefined4 *)(pCVar1 + 0x94) = 0;
    *(undefined4 *)(pCVar1 + 0x90) = 0;
    *(undefined4 *)(pCVar1 + 0x9c) = 0;
    *(undefined4 *)(pCVar1 + 0x98) = 0;
    *(undefined4 *)(pCVar1 + 0xa4) = 0;
    *(undefined4 *)(pCVar1 + 0xa0) = 0;
    *(undefined4 *)(this + iVar3 * 4 + 0x108) = 0x3f800000;
    iVar3 = iVar3 + 1;
    pCVar1 = pCVar1 + 0x20;
    pCVar2 = pCVar2 + 0xc;
  } while (iVar3 != 4);
  *(undefined4 *)(this + 0x198) = 0xffffffff;
  iVar3 = 0;
  *(undefined4 *)(this + 0x1a4) = 0;
  *(undefined4 *)(this + 0x1a0) = 0;
  *(undefined4 *)(this + 0x19c) = 0;
  *(undefined4 *)(this + 0x188) = 0;
  *(undefined4 *)(this + 0x184) = 0;
  *(undefined4 *)(this + 0x180) = 0;
  *(undefined4 *)(this + 0x194) = 0;
  *(undefined4 *)(this + 400) = 0;
  *(undefined4 *)(this + 0x18c) = 0;
  pCVar1 = this + 0x120;
  do {
    *(undefined2 *)pCVar1 = 0xffff;
    *(undefined2 *)(pCVar1 + 6) = 0xffff;
    this[iVar3 + 0x158] = (CCoreDispSurface)0x0;
    iVar3 = iVar3 + 10;
    pCVar1 = pCVar1 + 0xc;
  } while (iVar3 != 0x28);
  *(undefined4 *)(this + 0x178) = 0;
  *(undefined4 *)(this + 0x17c) = 0;
  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)