L L4D2node

old_bf_read::old_bf_read

0x00242c80 · 74 bytes · __thiscall

_ZN11old_bf_readC1EPKvii

Decompiled

undefined (4 params)

/* old_bf_read::old_bf_read(void const*, int, int) */

void __thiscall old_bf_read::old_bf_read(old_bf_read *this,void *param_1,int param_2,int param_3)

{
  this[0x11] = (old_bf_read)0x1;
  *(undefined4 *)(this + 0x14) = 0;
  *(void **)this = param_1;
  *(int *)(this + 4) = param_2;
  if (param_3 != -1) {
    *(int *)(this + 8) = param_3;
    *(undefined4 *)(this + 0xc) = 0;
    this[0x10] = (old_bf_read)0x0;
    return;
  }
  *(undefined4 *)(this + 0xc) = 0;
  *(int *)(this + 8) = param_2 << 3;
  this[0x10] = (old_bf_read)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)