L L4D2node

CHLTVDemoRecorder::CHLTVDemoRecorder

0x0016da20 · 58 bytes · __thiscall

_ZN17CHLTVDemoRecorderC2Ev

Decompiled

undefined (1 param)

/* CHLTVDemoRecorder::CHLTVDemoRecorder() */

void __thiscall CHLTVDemoRecorder::CHLTVDemoRecorder(CHLTVDemoRecorder *this)

{
  *(undefined ***)this = &PTR_GetDemoFile_002b15c8;
                    /* try { // try from 0016da38 to 0016da3c has its CatchHandler @ 0016da5a */
  CDemoFile::CDemoFile((CDemoFile *)(this + 4));
                    /* try { // try from 0016da46 to 0016da4a has its CatchHandler @ 0016da68 */
  bf_write::bf_write((bf_write *)(this + 0x598));
  this[0x580] = (CHLTVDemoRecorder)0x0;
  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)