L L4D2node

TTreeState::TTreeState

0x000ea6c0 · 252 bytes · __thiscall

_ZN10TTreeStateC1Ev

Decompiled

undefined (1 param)

/* TTreeState::TTreeState() */

void __thiscall TTreeState::TTreeState(TTreeState *this)

{
  *(TTreeState **)(this + 0xf7c) = this;
  *(TTreeState **)(this + 0xf80) = this + 0x9e8;
  *(TTreeState **)(this + 0xf98) = this + 0x8f4;
  *(TTreeState **)(this + 0xf9c) = this + 0xe68;
  *(undefined4 **)(this + 0xf84) = &extra_lbits;
  *(undefined4 *)(this + 0xf88) = 0x101;
  *(undefined4 *)(this + 0xf8c) = 0x11e;
  *(undefined4 *)(this + 0xf90) = 0xf;
  *(undefined4 *)(this + 0xf94) = 0;
  *(undefined4 **)(this + 4000) = &extra_dbits;
  *(undefined4 *)(this + 0xfa4) = 0;
  *(undefined4 *)(this + 0xfa8) = 0x1e;
  *(undefined4 *)(this + 0xfac) = 0xf;
  *(undefined4 *)(this + 0xfb0) = 0;
  *(TTreeState **)(this + 0xfb4) = this + 0xee0;
  *(undefined4 *)(this + 0xfb8) = 0;
  *(undefined1 **)(this + 0xfbc) = extra_blbits;
  *(undefined4 *)(this + 0xfc0) = 0;
  *(undefined4 *)(this + 0xfc4) = 0x13;
  *(undefined4 *)(this + 0xfc8) = 7;
  *(undefined4 *)(this + 0xfcc) = 0;
  *(undefined4 *)(this + 0x1af18) = 0;
  *(undefined4 *)(this + 0x1af1c) = 0;
  *(undefined4 *)(this + 0x1af20) = 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)