L L4D2node

CFSLoadModuleInfo::CFSLoadModuleInfo

0x000d7590 · 60 bytes · __thiscall

_ZN17CFSLoadModuleInfoC1Ev

Decompiled

undefined (1 param)

/* CFSLoadModuleInfo::CFSLoadModuleInfo() */

void __thiscall CFSLoadModuleInfo::CFSLoadModuleInfo(CFSLoadModuleInfo *this)

{
  *(undefined4 *)this = 0;
  this[4] = (CFSLoadModuleInfo)0x0;
  this[7] = (CFSLoadModuleInfo)0x0;
  this[5] = (CFSLoadModuleInfo)0x1;
  this[8] = (CFSLoadModuleInfo)0x0;
  *(undefined4 *)(this + 0x20c) = 0;
  *(undefined4 *)(this + 0x214) = 0;
  *(undefined4 *)(this + 0x218) = 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)