L L4D2node

CCoreDispNode::Init

0x000bdcb0 · 191 bytes · __thiscall

_ZN13CCoreDispNode4InitEv

Decompiled

undefined (1 param)

/* CCoreDispNode::Init() */

void __thiscall CCoreDispNode::Init(CCoreDispNode *this)

{
  int iVar1;
  CCoreDispNode *pCVar2;
  
  iVar1 = 8;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0xffffffff;
  *(undefined4 *)(this + 0x20) = 0xffffffff;
  *(undefined4 *)(this + 0x24) = 0xffffffff;
  *(undefined4 *)(this + 0x28) = 0xffffffff;
  *(undefined4 *)(this + 0x2c) = 0xffffffff;
  pCVar2 = this;
  do {
    *(undefined4 *)(this + 0x48) = 0;
    *(undefined4 *)(this + 0x44) = 0;
    *(undefined4 *)(this + 0x40) = 0;
    *(undefined4 *)(this + 0x54) = 0;
    *(undefined4 *)(this + 0x50) = 0;
    *(undefined4 *)(this + 0x4c) = 0;
    *(undefined4 *)(pCVar2 + 0x108) = 0;
    *(undefined4 *)(pCVar2 + 0x104) = 0;
    *(undefined4 *)(pCVar2 + 0x100) = 0;
    *(undefined4 *)(pCVar2 + 0x10c) = 0;
    iVar1 = iVar1 + -1;
    this = this + 0x18;
    pCVar2 = pCVar2 + 0x14;
  } while (iVar1 != 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)