L L4D2node

init_block

0x000ea800 · 160 bytes · __cdecl

_Z10init_blockR6TState

Decompiled

undefined (1 param)

/* init_block(TState&) */

void init_block(TState *param_1)

{
  int iVar1;
  
  iVar1 = 0;
  do {
    *(undefined2 *)(param_1 + iVar1 * 4 + 0x14) = 0;
    iVar1 = iVar1 + 1;
  } while (iVar1 != 0x11e);
  iVar1 = 0;
  do {
    *(undefined2 *)(param_1 + iVar1 * 4 + 0x908) = 0;
    iVar1 = iVar1 + 1;
  } while (iVar1 != 0x1e);
  iVar1 = 0;
  do {
    *(undefined2 *)(param_1 + iVar1 * 4 + 0xef4) = 0;
    iVar1 = iVar1 + 1;
  } while (iVar1 != 0x13);
  *(undefined4 *)(param_1 + 0x1af40) = 0;
  *(undefined2 *)(param_1 + 0x414) = 1;
  *(undefined4 *)(param_1 + 0x1af3c) = 0;
  *(undefined4 *)(param_1 + 0x1af34) = 0;
  *(undefined4 *)(param_1 + 0x1af30) = 0;
  *(undefined4 *)(param_1 + 0x1af2c) = 0;
  param_1[0x1af38] = (TState)0x0;
  param_1[0x1af39] = (TState)0x1;
  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)