L L4D2node

CGameServer::CGameServer

0x001ff390 · 282 bytes · __thiscall

_ZN11CGameServerC1Ev

Decompiled

undefined (1 param)

/* CGameServer::CGameServer() */

void __thiscall CGameServer::CGameServer(CGameServer *this)

{
  CPrecacheItem *this_00;
  
  CBaseServer::CBaseServer((CBaseServer *)this);
  *(undefined ***)this = &PTR__CGameServer_002c38e8;
  *(undefined4 *)(this + 0x228) = 0;
  *(undefined4 *)(this + 0x22c) = 0;
  *(undefined4 *)(this + 0x230) = 0;
  *(undefined4 *)(this + 0x234) = 0;
  *(undefined4 *)(this + 0x238) = 0;
                    /* try { // try from 001ff3e5 to 001ff3e9 has its CatchHandler @ 001ff4aa */
  bf_write::bf_write((bf_write *)(this + 0x23c));
  *(undefined4 *)(this + 0x254) = 0;
  this_00 = (CPrecacheItem *)(this + 0x264);
  *(undefined4 *)(this + 600) = 0;
  *(undefined4 *)(this + 0x25c) = 0;
  do {
                    /* try { // try from 001ff41b to 001ff467 has its CatchHandler @ 001ff4e8 */
    CPrecacheItem::CPrecacheItem(this_00);
    this_00 = this_00 + 8;
  } while (this_00 != (CPrecacheItem *)(this + 0x4264));
  do {
    CPrecacheItem::CPrecacheItem(this_00);
    this_00 = this_00 + 8;
  } while (this_00 != (CPrecacheItem *)(this + 0x5264));
  do {
    CPrecacheItem::CPrecacheItem(this_00);
    this_00 = this_00 + 8;
  } while (this_00 != (CPrecacheItem *)(this + 0x2c364));
  do {
    CPrecacheItem::CPrecacheItem(this_00);
    this_00 = this_00 + 8;
  } while (this_00 != (CPrecacheItem *)(this + 0x2d364));
  *(undefined4 *)(this + 0x21c) = 0;
  *(undefined4 *)(this + 0x220) = 0;
  *(undefined4 *)(this + 0x2d374) = 0;
  this[0x2d379] = (CGameServer)0x0;
  this[0x260] = (CGameServer)0x0;
  this[0x2d378] = (CGameServer)0x0;
  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)