L L4D2node

CVertInfo::CVertInfo

0x000d3e30 · 121 bytes · __thiscall

_ZN9CVertInfoC1Ev

Decompiled

undefined (1 param)

/* CVertInfo::CVertInfo() */

void __thiscall CVertInfo::CVertInfo(CVertInfo *this)

{
  CVertInfo *pCVar1;
  int iVar2;
  
  *(undefined2 *)this = 0xffff;
  *(undefined2 *)(this + 4) = 0xffff;
  *(undefined2 *)(this + 6) = 0xffff;
  *(undefined2 *)(this + 8) = 0xffff;
  *(undefined2 *)(this + 2) = 0xffff;
  iVar2 = 4;
  *(undefined2 *)(this + 10) = 0xffff;
  pCVar1 = this + 0xc;
  do {
    *(undefined2 *)pCVar1 = 0xffff;
    *(undefined2 *)(pCVar1 + 2) = 0xffff;
    *(undefined2 *)(pCVar1 + 4) = 0xffff;
    iVar2 = iVar2 + -1;
    pCVar1 = pCVar1 + 6;
  } while (iVar2 != 0);
  *(undefined2 *)(this + 0x28) = 0xffff;
  *(undefined2 *)(this + 0x26) = 0xffff;
  *(undefined2 *)(this + 0x24) = 0xffff;
  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)