L L4D2node

CTesselateVert::CTesselateVert

0x000d3e10 · 22 bytes · __thiscall

_ZN14CTesselateVertC2ERK10CVertIndexi

Decompiled

undefined (3 params)

/* CTesselateVert::CTesselateVert(CVertIndex const&, int) */

void __thiscall CTesselateVert::CTesselateVert(CTesselateVert *this,CVertIndex *param_1,int param_2)

{
  *(undefined4 *)this = *(undefined4 *)param_1;
  *(short *)(this + 4) = (short)param_2;
  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)