L L4D2node

CSplitString::CSplitString

0x0025c5a0 · 81 bytes · __thiscall

_ZN12CSplitStringC1EPKcPS1_i

Decompiled

undefined (4 params)

/* CSplitString::CSplitString(char const*, char const**, int) */

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

{
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
                    /* try { // try from 0025c5e5 to 0025c5e9 has its CatchHandler @ 0025c5f1 */
  Construct(this,param_1,param_2,param_3);
  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)