L L4D2node

CMaster::CMaster

0x00204000 · 323 bytes · __thiscall

_ZN7CMasterC1Ev

Decompiled

undefined (1 param)

/* CMaster::CMaster() */

void __thiscall CMaster::CMaster(CMaster *this)

{
  *(undefined ***)this = &PTR_Init_002c40c8;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x28) = 0;
                    /* try { // try from 00204064 to 00204124 has its CatchHandler @ 00204143 */
  bf_write::bf_write((bf_write *)(this + 0x4dc),"SVC_Info",this + 0x2c,0x4b0,-1);
  _V_memset(this + 0x2c,0,0x4b0);
  *(undefined4 *)(this + 0x4f4) = 0;
  bf_write::bf_write((bf_write *)(this + 0x9a8),"SVC_Rules",this + 0x4f8,0x4b0,-1);
  _V_memset(this + 0x4f8,0,0x4b0);
  *(undefined4 *)(this + 0x9c0) = 0;
  bf_write::bf_write((bf_write *)(this + 0xe74),"SVC_Players",this + 0x9c4,0x4b0,-1);
  _V_memset(this + 0x9c4,0,0x4b0);
  this[0x18] = (CMaster)0x0;
  *(undefined4 *)(this + 0x1c) = 300;
  this[0x20] = (CMaster)0x0;
  *(undefined4 *)(this + 0x24) = 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)