L L4D2node

CEdgeList::CEdgeList

0x001cbfb0 · 561 bytes · __thiscall

_ZN9CEdgeListC2Ev

Decompiled

undefined (1 param)

/* CEdgeList::CEdgeList() */

void __thiscall CEdgeList::CEdgeList(CEdgeList *this)

{
  void *pvVar1;
  
  *(undefined4 *)(this + 4) = 0x20;
  *(undefined4 *)(this + 8) = 0;
  pvVar1 = malloc(0x600);
  *(undefined4 *)(this + 0xc) = 0;
  *(void **)this = pvVar1;
  *(void **)(this + 0x10) = pvVar1;
  *(undefined4 *)(this + 0x18) = 0x20;
  *(undefined4 *)(this + 0x1c) = 0;
  pvVar1 = malloc(0x40);
  *(void **)(this + 0x14) = pvVar1;
  *(undefined4 *)(this + 0x20) = 0;
  *(void **)(this + 0x24) = pvVar1;
  this[0x2c] = (CEdgeList)0x0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x3c) = 0;
  *(undefined4 *)(this + 0x40) = 0;
  *(undefined4 *)(this + 0xa4) = 0;
  *(undefined4 *)(this + 0xa8) = 0;
  *(undefined4 *)(this + 0xac) = 0;
  *(undefined4 *)(this + 0xb0) = 0;
  *(undefined4 *)(this + 0xb4) = 0;
  *(undefined4 *)(this + 0xb8) = 0;
  *(undefined4 *)(this + 0xbc) = 0;
  *(undefined4 *)(this + 0xc0) = 0;
  *(undefined4 *)(this + 0xc4) = 0;
  *(undefined4 *)(this + 200) = 0;
  *(CEdgeList **)(this + 0x28) = this;
  *(undefined4 *)(this + 0x44) = 0xff7fffff;
  *(undefined4 *)(this + 0x48) = 0xff7fffff;
  *(undefined4 *)(this + 0x4c) = 0xff7fffff;
  *(undefined4 *)(this + 0x50) = 0xff7fffff;
  *(undefined4 *)(this + 0x54) = 0x7f7fffff;
  *(undefined4 *)(this + 0x58) = 0xff7fffff;
  *(undefined4 *)(this + 0x68) = 0xffffffff;
  *(undefined4 *)(this + 0x6c) = 0;
  *(undefined4 *)(this + 0x70) = 0;
  *(undefined4 *)(this + 0x5c) = 0;
  *(undefined4 *)(this + 0x60) = 0;
  *(undefined4 *)(this + 100) = 0xff7fffff;
  *(undefined4 *)(this + 0x74) = 0x7f7fffff;
  *(undefined4 *)(this + 0x78) = 0xff7fffff;
  *(undefined4 *)(this + 0x7c) = 0xff7fffff;
  *(undefined4 *)(this + 0x80) = 0x7f7fffff;
  *(undefined4 *)(this + 0x84) = 0x7f7fffff;
  *(undefined4 *)(this + 0x88) = 0xff7fffff;
  *(undefined4 *)(this + 0x98) = 0xffffffff;
  *(undefined4 *)(this + 0x9c) = 0;
  *(undefined4 *)(this + 0xa0) = 0;
  *(undefined4 *)(this + 0x8c) = 0;
  *(undefined4 *)(this + 0x90) = 0;
  *(undefined4 *)(this + 0x94) = 0x7f7fffff;
  *(undefined4 *)(this + 0xe0) = 0xff7fffff;
  *(undefined4 *)(this + 0xcc) = 0;
  *(undefined4 *)(this + 0xd0) = 0;
  *(undefined4 *)(this + 0xd4) = 0x3f800000;
  *(undefined4 *)(this + 0xd8) = 0xff7fffff;
  *(undefined4 *)(this + 0xec) = 0xffffffff;
  *(undefined4 *)(this + 0xe8) = 0;
  *(undefined4 *)(this + 0xe4) = 0;
  *(undefined4 *)(this + 0x108) = 0x7f7fffff;
  *(undefined4 *)(this + 0xf4) = 0;
  *(undefined4 *)(this + 0xf8) = 0;
  *(undefined4 *)(this + 0xfc) = 0x3f800000;
  *(undefined4 *)(this + 0x100) = 0x7f7fffff;
  *(undefined4 *)(this + 0x114) = 0xffffffff;
  *(undefined4 *)(this + 0x110) = 0;
  *(undefined4 *)(this + 0x10c) = 0;
  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)