L L4D2node

CBaseClientState::CBaseClientState

0x00105df0 · 871 bytes · __thiscall

_ZN16CBaseClientStateC1Ev

Decompiled

undefined (1 param)

/* CBaseClientState::CBaseClientState() */

void __thiscall CBaseClientState::CBaseClientState(CBaseClientState *this)

{
  netadr_s *pnVar1;
  
  pnVar1 = (netadr_s *)(this + 0x44);
  *(undefined ***)this = &PTR__CBaseClientState_002a7f28;
  *(undefined ***)(this + 4) = &PTR__CBaseClientState_002a8008;
  *(undefined ***)(this + 8) = &PTR__CBaseClientState_002a801c;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x3c) = 0;
  *(undefined4 *)(this + 0x40) = 0xbf800000;
                    /* try { // try from 00105e47 to 00105e84 has its CatchHandler @ 00106157 */
  netadr_s::SetIP(pnVar1,0);
  netadr_s::SetPort(pnVar1,0);
  netadr_s::SetType(pnVar1,3);
  *(undefined4 *)(this + 0x50) = 0;
  *(undefined4 *)(this + 0x54) = 0;
  CClockDriftMgr::CClockDriftMgr((CClockDriftMgr *)(this + 0x74));
  *(undefined4 *)(this + 0x174) = 0;
  pnVar1 = (netadr_s *)(this + 0x1b8);
  *(undefined4 *)(this + 0x178) = 0;
  *(undefined4 *)(this + 0x17c) = 0;
  *(undefined4 *)(this + 0x180) = 0;
  *(undefined4 *)(this + 0x184) = 0;
                    /* try { // try from 00105ec8 to 001060d5 has its CatchHandler @ 00106180 */
  netadr_s::SetIP(pnVar1,0);
  netadr_s::SetPort(pnVar1,0);
  netadr_s::SetType(pnVar1,3);
  this[0x14] = (CBaseClientState)0x0;
  this[0x18c] = (CBaseClientState)0x0;
  *(undefined4 *)(this + 0x1a0) = 0;
  *(undefined4 *)(this + 0x1a4) = 0;
  *(undefined4 *)(this + 0x1a8) = 0;
  *(undefined4 *)(this + 0x1ac) = 0;
  *(undefined4 *)(this + 0x1b0) = 0;
  *(undefined4 *)(this + 0x1b4) = 0;
  this[0x18d] = (CBaseClientState)0x0;
  this[0x18e] = (CBaseClientState)0x0;
  *(undefined4 *)(this + 399) = 0;
  *(undefined4 *)(this + 0x193) = 0;
  *(undefined4 *)(this + 0x197) = 0;
  *(undefined4 *)(this + 0x19b) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x41c4) = 0;
  *(undefined4 *)(this + 0x49d4) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x60) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 4;
  *(undefined4 *)(this + 0x6c) = 0;
  *(undefined4 *)(this + 0x70) = 0;
  *(undefined4 *)(this + 0xc0) = 0;
  this[0xc4] = (CBaseClientState)0x0;
  *(undefined4 *)(this + 200) = 0;
  *(undefined4 *)(this + 0xcc) = 0;
  *(undefined4 *)(this + 0xd0) = 0;
  *(undefined4 *)(this + 0x14c) = 0;
  *(undefined4 *)(this + 0x150) = 1;
  _V_memset(this + 0x1c4,0,0x4000);
  *(undefined4 *)(this + 0x41c8) = 0;
  *(undefined4 *)(this + 0x41cc) = 0;
  *(undefined4 *)(this + 0x58) = 0;
  *(undefined4 *)(this + 0x5c) = 0;
  *(undefined8 *)(this + 100) = 0xbff0000000000000;
  _V_memset(this + 0xd4,0,0x28);
  _V_memset(this + 0xfc,0,0x28);
  _V_memset(this + 0x124,0,0x28);
  *(undefined4 *)(this + 0x49d0) = 0;
  _V_memset(this + 0x41d0,0,0x800);
  this[0x49d8] = (CBaseClientState)0x1;
  this[0x49d9] = (CBaseClientState)0x1;
  this[0x49da] = (CBaseClientState)0x0;
  *(undefined4 *)(this + 0x154) = 0;
  *(undefined4 *)(this + 0x158) = 0;
  *(undefined4 *)(this + 0x168) = 0;
  *(undefined4 *)(this + 0x16c) = 0;
  *(undefined4 *)(this + 0x170) = 0;
  this[0x188] = (CBaseClientState)0x0;
  this[0x189] = (CBaseClientState)0x0;
  this[0x18a] = (CBaseClientState)0x0;
  *(undefined4 *)(this + 0x15c) = 0;
  *(undefined4 *)(this + 0x160) = 0;
  *(undefined4 *)(this + 0x164) = 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)