L L4D2node

CDispInfo::CDispInfo

0x0013a6b0 · 380 bytes · __thiscall

_ZN9CDispInfoC2Ev

Decompiled

undefined (1 param)

/* CDispInfo::CDispInfo() */

void __thiscall CDispInfo::CDispInfo(CDispInfo *this)

{
  int iVar1;
  int iVar2;
  CDispInfo *pCVar3;
  
  iVar1 = 0;
  *(undefined ***)this = &PTR__CDispInfo_002ace08;
  *(undefined ***)(this + 4) = &PTR_GetPowerInfo_002ace68;
  *(undefined4 *)(this + 0xe8) = 0;
  *(undefined4 *)(this + 0xf4) = 0;
  *(undefined4 *)(this + 0xf8) = 0;
  *(undefined4 *)(this + 0xfc) = 0;
  *(undefined4 *)(this + 0x100) = 0;
  *(undefined4 *)(this + 0x104) = 0;
  *(undefined4 *)(this + 0x108) = 0;
  *(undefined4 *)(this + 0x10c) = 0;
  *(undefined4 *)(this + 0x110) = 0;
  *(undefined4 *)(this + 0x114) = 0;
  pCVar3 = this + 0x118;
  for (iVar2 = 10; iVar2 != 0; iVar2 = iVar2 + -1) {
    *(undefined4 *)pCVar3 = 0;
    pCVar3 = pCVar3 + 4;
  }
  g_ConstructorChecker = g_ConstructorChecker + 1;
  pCVar3 = this + 0x140;
  for (iVar2 = 10; iVar2 != 0; iVar2 = iVar2 + -1) {
    *(undefined4 *)pCVar3 = 0;
    pCVar3 = pCVar3 + 4;
  }
  *(undefined4 *)(this + 0x16c) = 0;
  this[0x17c] = (CDispInfo)0x0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x168) = 0xffffffff;
  *(undefined4 *)(this + 0x1dc) = 0;
  *(undefined4 *)(this + 0x250) = 0x6753c21c;
  *(undefined4 *)(this + 0x254) = 0x6753c21c;
  *(undefined4 *)(this + 600) = 0x6753c21c;
  this[0x25c] = (CDispInfo)0x0;
  *(undefined2 *)(this + 0x264) = 0;
  *(undefined4 *)(this + 0x24c) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x268) = 0;
  *(undefined2 *)(this + 0x25e) = 0xffff;
  *(undefined2 *)(this + 0x260) = 0xffff;
  pCVar3 = this + 0x1e0;
  do {
    *(undefined2 *)pCVar3 = 0xffff;
    *(undefined2 *)(pCVar3 + 6) = 0xffff;
    this[iVar1 + 0x218] = (CDispInfo)0x0;
    iVar1 = iVar1 + 10;
    pCVar3 = pCVar3 + 0xc;
  } while (iVar1 != 0x28);
  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)