L L4D2node

CDownloadListGenerator::CDownloadListGenerator

0x0013e710 · 181 bytes · __thiscall

_ZN22CDownloadListGeneratorC2Ev

Decompiled

undefined (1 param)

/* CDownloadListGenerator::CDownloadListGenerator() */

void __thiscall CDownloadListGenerator::CDownloadListGenerator(CDownloadListGenerator *this)

{
  CUtlSymbolTable::CUtlSymbolTable((CUtlSymbolTable *)(this + 0x144),0,0,true);
  this[0x100] = (CDownloadListGenerator)0x0;
  *(undefined4 *)(this + 0x180) = 0;
  *(undefined4 *)(this + 0x184) = 0;
  *(undefined4 *)(this + 0x188) = 0;
  *(undefined4 *)(this + 0x18c) = 0;
  *(undefined4 *)(this + 400) = 0;
  *(undefined4 *)(this + 0x194) = 0;
  *(undefined4 *)(this + 0x198) = 0;
  *(undefined4 *)(this + 0x19c) = 0;
  *(undefined4 *)(this + 0x1a0) = 0;
  *(undefined4 *)(this + 0x1a4) = 0;
  *(undefined4 *)(this + 0x140) = 0;
  *(undefined4 *)(this + 0x17c) = 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)