L L4D2node

CRecvDecoder::CRecvDecoder

0x0014ea10 · 140 bytes · __thiscall

_ZN12CRecvDecoderC1Ev

Decompiled

undefined (1 param)

/* CRecvDecoder::CRecvDecoder() */

void __thiscall CRecvDecoder::CRecvDecoder(CRecvDecoder *this)

{
  CSendTablePrecalc::CSendTablePrecalc((CSendTablePrecalc *)(this + 8));
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 0x120) = 0;
  *(undefined4 *)(this + 0x124) = 0;
  *(undefined4 *)(this + 0x128) = 0;
  *(undefined4 *)(this + 300) = 0;
  *(undefined4 *)(this + 0x130) = 0;
  *(undefined4 *)(this + 0x134) = 0;
  *(undefined4 *)(this + 0x138) = 0;
  *(undefined4 *)(this + 0x13c) = 0;
  *(undefined4 *)(this + 0x140) = 0;
  *(undefined4 *)(this + 0x144) = 0;
  *(undefined4 *)(this + 4) = 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)