L L4D2node

CGameEventTransmitter::CGameEventTransmitter

0x00166a60 · 71 bytes · __thiscall

_ZN21CGameEventTransmitterC1Ev

Decompiled

undefined (1 param)

/* CGameEventTransmitter::CGameEventTransmitter() */

void __thiscall CGameEventTransmitter::CGameEventTransmitter(CGameEventTransmitter *this)

{
  netadr_s::SetIP((netadr_s *)this,0);
  netadr_s::SetPort((netadr_s *)this,0);
  netadr_s::SetType((netadr_s *)this,3);
  netadr_s::Clear((netadr_s *)this);
  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)