L L4D2node

CPowerInfo::CPowerInfo

0x000d3eb0 · 43 bytes · __thiscall

_ZN10CPowerInfoC2EP9CVertInfoP10CFourVertsS3_S3_P11CTwoUShortsP8CTriInfo

Decompiled

undefined (7 params)

/* CPowerInfo::CPowerInfo(CVertInfo*, CFourVerts*, CFourVerts*, CFourVerts*, CTwoUShorts*,
   CTriInfo*) */

void __thiscall
CPowerInfo::CPowerInfo
          (CPowerInfo *this,CVertInfo *param_1,CFourVerts *param_2,CFourVerts *param_3,
          CFourVerts *param_4,CTwoUShorts *param_5,CTriInfo *param_6)

{
  *(CVertInfo **)this = param_1;
  *(CFourVerts **)(this + 4) = param_2;
  *(CFourVerts **)(this + 8) = param_3;
  *(CFourVerts **)(this + 0xc) = param_4;
  *(CTwoUShorts **)(this + 0x10) = param_5;
  *(CTriInfo **)(this + 0x14) = param_6;
  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)