L L4D2node

CClientSendTable::CClientSendTable

0x0014ead0 · 59 bytes · __thiscall

_ZN16CClientSendTableC1Ev

Decompiled

undefined (1 param)

/* CClientSendTable::CClientSendTable() */

void __thiscall CClientSendTable::CClientSendTable(CClientSendTable *this)

{
  SendTable::SendTable((SendTable *)this);
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 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)