L L4D2node

CAppSystemGroup::CAppSystemGroup

0x0026b040 · 170 bytes · __thiscall

_ZN15CAppSystemGroupC2EPS_

Decompiled

undefined (2 params)

/* CAppSystemGroup::CAppSystemGroup(CAppSystemGroup*) */

void __thiscall CAppSystemGroup::CAppSystemGroup(CAppSystemGroup *this,CAppSystemGroup *param_1)

{
  void *pvVar1;
  
  *(undefined ***)this = &PTR___cxa_pure_virtual_002ccf48;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x34) = 0x10;
  *(undefined4 *)(this + 0x38) = 0;
  pvVar1 = malloc(0x100);
  *(void **)(this + 0x30) = pvVar1;
  *(void **)(this + 0x44) = pvVar1;
  *(undefined2 *)(this + 0x3c) = 0xffff;
  *(undefined2 *)(this + 0x3e) = 0;
  *(undefined2 *)(this + 0x40) = 0xffff;
  *(undefined2 *)(this + 0x42) = 0xffff;
  *(code **)(this + 0x2c) = StringLessThan;
  *(CAppSystemGroup **)(this + 0x48) = param_1;
  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)