L L4D2node

CTextureReference::Init

0x002813e0 · 117 bytes · __thiscall

_ZN17CTextureReference4InitEPKcS1_bi

Decompiled

undefined (5 params)

/* CTextureReference::Init(char const*, char const*, bool, int) */

void __thiscall
CTextureReference::Init
          (CTextureReference *this,char *param_1,char *param_2,bool param_3,int param_4)

{
  int *piVar1;
  
  Shutdown(this,false);
  piVar1 = (int *)(**(code **)(*materials + 0x134))(materials,param_1,param_2,param_3,param_4);
  *(int **)this = piVar1;
  if (piVar1 != (int *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x0028144b. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*piVar1 + 0x28))();
    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)