L L4D2node

CLog::CLog

0x001faef0 · 74 bytes · __thiscall

_ZN4CLogC2Ev

Decompiled

undefined (1 param)

/* CLog::CLog() */

void __thiscall CLog::CLog(CLog *this)

{
  *(undefined ***)this = &PTR__CLog_002c19f8;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
                    /* try { // try from 001faf27 to 001faf2b has its CatchHandler @ 001faf3a */
  Reset(this);
  *(undefined4 *)(this + 4) = 0x2a;
  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)