L L4D2node

CMaterialReference::Init

0x00281310 · 67 bytes · __thiscall

_ZN18CMaterialReference4InitERS_

Decompiled

undefined (2 params)

/* CMaterialReference::Init(CMaterialReference&) */

void __thiscall CMaterialReference::Init(CMaterialReference *this,CMaterialReference *param_1)

{
  int *piVar1;
  
  if (*(int *)this != *(int *)param_1) {
    Shutdown(this,false);
    piVar1 = *(int **)param_1;
    *(int **)this = piVar1;
    if (piVar1 != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x0028134a. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*piVar1 + 0x30))();
      return;
    }
  }
  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)