L L4D2node

CClockDriftMgr::CClockDriftMgr

0x00115af0 · 42 bytes · __thiscall

_ZN14CClockDriftMgrC1Ev

Decompiled

undefined (1 param)

/* CClockDriftMgr::CClockDriftMgr() */

void __thiscall CClockDriftMgr::CClockDriftMgr(CClockDriftMgr *this)

{
  int iVar1;
  
  *(undefined4 *)(this + 0x48) = 0;
  *(undefined4 *)(this + 0x44) = 0;
  *(undefined4 *)(this + 0x40) = 0;
  for (iVar1 = 0x10; iVar1 != 0; iVar1 = iVar1 + -1) {
    *(undefined4 *)this = 0;
    this = this + 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)