L L4D2node

COverlayMgr::COverlayMgr

0x001cf910 · 351 bytes · __thiscall

_ZN11COverlayMgrC2Ev

Decompiled

undefined (1 param)

/* COverlayMgr::COverlayMgr() */

void __thiscall COverlayMgr::COverlayMgr(COverlayMgr *this)

{
  *(undefined2 *)(this + 0x22) = 0xffff;
  *(undefined2 *)(this + 0x18) = 0xffff;
  *(undefined2 *)(this + 0x1a) = 0xffff;
  *(undefined2 *)(this + 0x1c) = 0xffff;
  *(undefined2 *)(this + 0x1e) = 0;
  *(undefined2 *)(this + 0x20) = 0;
  *(undefined2 *)(this + 0x52) = 0xffff;
  *(undefined2 *)(this + 0x48) = 0xffff;
  *(undefined2 *)(this + 0x4a) = 0xffff;
  *(undefined2 *)(this + 0x4c) = 0xffff;
  *(undefined2 *)(this + 0x4e) = 0;
  *(undefined2 *)(this + 0x50) = 0;
  *(undefined2 *)(this + 0x6e) = 0xffff;
  *(undefined2 *)(this + 100) = 0xffff;
  *(undefined ***)this = &PTR_LoadOverlays_002bdae8;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x3c) = 0;
  *(undefined4 *)(this + 0x40) = 0;
  *(undefined4 *)(this + 0x44) = 0;
  *(undefined4 *)(this + 0x54) = 0;
  *(undefined4 *)(this + 0x58) = 0;
  *(undefined4 *)(this + 0x5c) = 0;
  *(undefined4 *)(this + 0x60) = 0;
  *(undefined2 *)(this + 0x66) = 0xffff;
  *(undefined2 *)(this + 0x68) = 0xffff;
  *(undefined2 *)(this + 0x6a) = 0;
  *(undefined2 *)(this + 0x6c) = 0;
  *(undefined2 *)(this + 4) = 0xffff;
  *(undefined2 *)(this + 6) = 0xffff;
  *(undefined4 *)(this + 0x70) = 0;
  *(undefined2 *)(this + 8) = 0xffff;
  *(undefined2 *)(this + 10) = 0xffff;
  *(undefined4 *)(this + 0x74) = 0;
  *(undefined4 *)(this + 0x78) = 0;
  *(undefined4 *)(this + 0x7c) = 0;
  *(undefined4 *)(this + 0x80) = 0xffffffff;
  *(undefined4 *)(this + 0x84) = 0xffffffff;
  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)