L L4D2node

CNetchanParanoidMode::Init

0x001ae550 · 168 bytes · __thiscall

_ZN20CNetchanParanoidMode4InitEv

Decompiled

undefined (1 param)

/* CNetchanParanoidMode::Init() */

void __thiscall CNetchanParanoidMode::Init(CNetchanParanoidMode *this)

{
  void *pvVar1;
  void *pvVar2;
  
  *this = (CNetchanParanoidMode)0x1;
  pvVar1 = operator_new__(0x37aa0);
  *(void **)(this + 8) = pvVar1;
  pvVar2 = operator_new__(0x13800);
  pvVar1 = (void *)((int)pvVar2 + 0x18);
  do {
    *(undefined4 *)((int)pvVar1 + -0x18) = 0;
    *(undefined4 *)((int)pvVar1 + -0x14) = 0;
    *(undefined4 *)((int)pvVar1 + -0x10) = 0;
    *(undefined4 *)((int)pvVar1 + -0xc) = 0;
    *(undefined4 *)((int)pvVar1 + -8) = 0;
    *(undefined4 *)((int)pvVar1 + -4) = 0xffffffff;
    *(undefined1 *)((int)pvVar1 + 0x80) = 0;
    *(undefined1 *)((int)pvVar1 + 0xa0) = 0;
                    /* try { // try from 001ae5db to 001ae5df has its CatchHandler @ 001ae5f8 */
    _V_memset(pvVar1,0,0x80);
    pvVar1 = (void *)((int)pvVar1 + 0x138);
  } while (pvVar1 != (void *)((int)pvVar2 + 0x13818));
  *(void **)(this + 0x14) = pvVar2;
  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)