L L4D2node

CClientFrame::CClientFrame

0x001155c0 · 86 bytes · __thiscall

_ZN12CClientFrameC2Ev

Decompiled

undefined (1 param)

/* CClientFrame::CClientFrame() */

void __thiscall CClientFrame::CClientFrame(CClientFrame *this)

{
  int iVar1;
  CClientFrame *pCVar2;
  
  *(undefined ***)this = &PTR__CClientFrame_002a9e60;
  pCVar2 = this + 0xc;
  for (iVar1 = 0x40; iVar1 != 0; iVar1 = iVar1 + -1) {
    *(undefined4 *)pCVar2 = 0;
    pCVar2 = pCVar2 + 4;
  }
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 0x110) = 0;
  *(undefined4 *)(this + 0x10c) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0x118) = 0;
  *(undefined4 *)(this + 0x114) = 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)