L L4D2node

CTestScriptMgr::CTestScriptMgr

0x0021a6e0 · 178 bytes · __thiscall

_ZN14CTestScriptMgrC1Ev

Decompiled

undefined (1 param)

/* CTestScriptMgr::CTestScriptMgr() */

void __thiscall CTestScriptMgr::CTestScriptMgr(CTestScriptMgr *this)

{
  longdouble lVar1;
  
  *(undefined ***)this = &PTR__CTestScriptMgr_002c7948;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x50) = 0xffffffff;
  *(undefined4 *)(this + 0x3c) = 0xffffffff;
  *(undefined4 *)(this + 0x40) = 0xffffffff;
  *(undefined4 *)(this + 0x44) = 0xffffffff;
  *(undefined4 *)(this + 0x48) = 0;
  *(undefined4 *)(this + 0x4c) = 0;
  *(undefined4 *)(this + 0x54) = 0;
  *(undefined4 *)(this + 0x5c) = 0;
  *(undefined4 *)(this + 0x60) = 0;
  *(undefined4 *)(this + 100) = 0;
  *(undefined4 *)(this + 0x68) = 0xffffffff;
  *(undefined4 *)(this + 0x6c) = 0;
  *(undefined4 *)(this + 0x70) = 0xffffffff;
  *(undefined4 *)(this + 0x74) = 0xffffffff;
  *(undefined4 *)(this + 0x78) = 0;
  *(code **)(this + 0x58) = CaselessStringLessThan;
  *(undefined4 *)(this + 4) = 0;
  this[8] = (CTestScriptMgr)0x0;
                    /* try { // try from 0021a782 to 0021a786 has its CatchHandler @ 0021a792 */
  lVar1 = (longdouble)Plat_FloatTime();
  *(double *)(this + 0x28) = (double)lVar1;
  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)