L L4D2node

CCoreDispInfo::CCoreDispInfo

0x000be080 · 180 bytes · __thiscall

_ZN13CCoreDispInfoC2Ev

Decompiled

undefined (1 param)

/* CCoreDispInfo::CCoreDispInfo() */

void __thiscall CCoreDispInfo::CCoreDispInfo(CCoreDispInfo *this)

{
  int iVar1;
  CCoreDispInfo *pCVar2;
  byte bVar3;
  
  bVar3 = 0;
  *(undefined ***)this = &PTR_GetPowerInfo_002a27d8;
  CCoreDispSurface::Init((CCoreDispSurface *)(this + 0x10));
  pCVar2 = this + 0x1dc;
  for (iVar1 = 10; iVar1 != 0; iVar1 = iVar1 + -1) {
    *(undefined4 *)pCVar2 = 0;
    pCVar2 = pCVar2 + (uint)bVar3 * -8 + 4;
  }
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 0x1b8) = 0;
  *(undefined4 *)(this + 0x1c4) = 0;
  *(undefined4 *)(this + 0x1bc) = 0;
  CCoreDispSurface::Init((CCoreDispSurface *)(this + 0x10));
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0x1c0) = 0;
  *(undefined4 *)(this + 0x1c8) = 0;
  this[0x1cc] = (CCoreDispInfo)0x0;
  *(undefined4 *)(this + 0x1d0) = 0;
  *(undefined4 *)(this + 0x1d4) = 0;
  *(undefined4 *)(this + 0x1d8) = 0;
  *(undefined4 *)(this + 0x204) = 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)