L L4D2node

CDatatableStack::CDatatableStack

0x00156bf0 · 65 bytes · __thiscall

_ZN15CDatatableStackC1EP17CSendTablePrecalcPhi

Decompiled

undefined (4 params)

/* CDatatableStack::CDatatableStack(CSendTablePrecalc*, unsigned char*, int) */

void __thiscall
CDatatableStack::CDatatableStack
          (CDatatableStack *this,CSendTablePrecalc *param_1,uchar *param_2,int param_3)

{
  *(undefined ***)this = &PTR___cxa_pure_virtual_002ae590;
  *(CSendTablePrecalc **)(this + 4) = param_1;
  *(undefined4 *)(this + 0x10c) = 0;
  *(undefined4 *)(this + 0x110) = 0;
  this[0x118] = (CDatatableStack)0x0;
  *(uchar **)(this + 0x108) = param_2;
  *(int *)(this + 0x114) = param_3;
  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)