L L4D2node

CWordTag::CWordTag

0x000de060 · 106 bytes · __thiscall

_ZN8CWordTagC2EPKc

Decompiled

undefined (2 params)

/* CWordTag::CWordTag(char const*) */

void __thiscall CWordTag::CWordTag(CWordTag *this,char *param_1)

{
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  this[0x1c] = (CWordTag)0x0;
                    /* try { // try from 000de0be to 000de0c2 has its CatchHandler @ 000de0ca */
  SetWord(this,param_1);
  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)