L L4D2node

CBaseClient::CBaseClient

0x000fb3e0 · 333 bytes · __thiscall

_ZN11CBaseClientC2Ev

Decompiled

undefined (1 param)

/* CBaseClient::CBaseClient() */

void __thiscall CBaseClient::CBaseClient(CBaseClient *this)

{
  int iVar1;
  CBaseClient *pCVar2;
  
  *(undefined ***)this = &PTR__CBaseClient_002a69e8;
  *(undefined ***)(this + 4) = &PTR__CBaseClient_002a6b08;
  *(undefined ***)(this + 8) = &PTR__CBaseClient_002a6bc8;
  *(undefined4 *)(this + 0x7d) = 0;
  this[0x84] = (CBaseClient)0x0;
  this[0x81] = (CBaseClient)0x0;
  this[0x82] = (CBaseClient)0x0;
  this[0x83] = (CBaseClient)0x0;
  *(undefined4 *)(this + 0xfc) = 0;
  pCVar2 = this + 0x10c;
  for (iVar1 = 0x40; iVar1 != 0; iVar1 = iVar1 + -1) {
    *(undefined4 *)pCVar2 = 0;
    pCVar2 = pCVar2 + 4;
  }
  this[0xbc] = (CBaseClient)0x0;
  *(undefined4 *)(this + 0x1d6e4) = 0;
  *(undefined4 *)(this + 0x1d6e8) = 0;
  *(undefined4 *)(this + 0x1d6ec) = 0;
  *(undefined4 *)(this + 0x1d6f0) = 0;
  *(undefined4 *)(this + 0x1d6f4) = 0;
  *(undefined4 *)(this + 0x1d6f8) = 0;
  *(undefined4 *)(this + 0x1d6fc) = 0;
  *(undefined4 *)(this + 0x1d700) = 0;
  *(undefined4 *)(this + 0xe8) = 0;
  *(undefined4 *)(this + 0xb0) = 0;
  *(undefined4 *)(this + 0xb8) = 0;
  *(undefined4 *)(this + 0x104) = 0;
  *(undefined4 *)(this + 0xac) = 0;
  this[0xb4] = (CBaseClient)0x0;
  this[0xb5] = (CBaseClient)0x0;
  this[0x217] = (CBaseClient)0x0;
  *(undefined4 *)(this + 0xec) = 0;
  this[0x10] = (CBaseClient)0x0;
  this[0x11] = (CBaseClient)0x0;
  this[0x2c] = (CBaseClient)0x0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x28) = 0;
                    /* try { // try from 000fb516 to 000fb51a has its CatchHandler @ 000fb52d */
  _V_memset(this + 0x18,0,0x10);
  *(CBaseClient **)(this + 0x18) = this;
  *(undefined4 *)(this + 0xc) = 0x2a;
  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)