L L4D2node

CDemoFile::CDemoFile

0x00130170 · 48 bytes · __thiscall

_ZN9CDemoFileC1Ev

Decompiled

undefined (1 param)

/* CDemoFile::CDemoFile() */

void __thiscall CDemoFile::CDemoFile(CDemoFile *this)

{
  CUtlStreamBuffer::CUtlStreamBuffer((CUtlStreamBuffer *)(this + 0x534));
                    /* try { // try from 00130194 to 00130198 has its CatchHandler @ 001301a0 */
  CUtlBuffer::SetBigEndian((CUtlBuffer *)(this + 0x534),false);
  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)