L L4D2node

bi_init

0x000eb720 · 75 bytes · __cdecl

_Z7bi_initR6TStatePcji

Decompiled

undefined (4 params)

/* bi_init(TState&, char*, unsigned int, int) */

void bi_init(TState *param_1,char *param_2,uint param_3,int param_4)

{
  *(undefined4 *)(param_1 + 0x1af64) = 0;
  *(char **)(param_1 + 0x1af60) = param_2;
  *(undefined4 *)(param_1 + 0x1af58) = 0;
  *(undefined4 *)(param_1 + 0x1af5c) = 0;
  *(undefined4 *)(param_1 + 0x1af6c) = 0;
  *(uint *)(param_1 + 0x1af68) = param_3;
  *(int *)(param_1 + 0x1af54) = param_4;
  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)