L L4D2node

CTextureReference::Init

0x00281460 · 63 bytes · __thiscall

_ZN17CTextureReference4InitEP8ITexture

Decompiled

undefined (2 params)

/* CTextureReference::Init(ITexture*) */

void __thiscall CTextureReference::Init(CTextureReference *this,ITexture *param_1)

{
  if (*(ITexture **)this != param_1) {
    Shutdown(this,false);
    *(ITexture **)this = param_1;
    if (param_1 != (ITexture *)0x0) {
                    /* WARNING: Could not recover jumptable at 0x00281496. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*(int *)param_1 + 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)