L L4D2node

CHLTVFrame::CHLTVFrame

0x001701e0 · 71 bytes · __thiscall

_ZN10CHLTVFrameC2Ev

Decompiled

undefined (1 param)

/* CHLTVFrame::CHLTVFrame() */

void __thiscall CHLTVFrame::CHLTVFrame(CHLTVFrame *this)

{
  bf_write *this_00;
  
  this_00 = (bf_write *)(this + 0x11c);
  CClientFrame::CClientFrame((CClientFrame *)this);
  *(undefined ***)this = &PTR__CHLTVFrame_002b2340;
  do {
                    /* try { // try from 00170213 to 00170217 has its CatchHandler @ 00170227 */
    bf_write::bf_write(this_00);
    this_00 = this_00 + 0x18;
  } while (this_00 != (bf_write *)(this + 0x1ac));
  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)