CMatchExtL4D::CMatchExtL4D
0x00035700 · 176 bytes · __thiscall
_ZN12CMatchExtL4DC2Ev
Decompiled
undefined (1 param)
/* CMatchExtL4D::CMatchExtL4D() */
void __thiscall CMatchExtL4D::CMatchExtL4D(CMatchExtL4D *this)
{
*(undefined ***)this = &PTR_GetAllMissions_000b0568;
*(undefined4 *)(this + 8) = 0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 0x18) = 0;
/* try { // try from 00035756 to 0003575a has its CatchHandler @ 000357b0 */
CUtlSymbolTable::CUtlSymbolTable((CUtlSymbolTable *)(this + 0x1c),0,0x20,true);
*(undefined4 *)(this + 0x54) = 0;
*(undefined4 *)(this + 0x58) = 0;
*(undefined4 *)(this + 0x5c) = 0;
*(undefined4 *)(this + 0x60) = 0;
*(undefined4 *)(this + 100) = 0;
/* try { // try from 0003579c to 000357a0 has its CatchHandler @ 000357c2 */
CUtlSymbolTable::CUtlSymbolTable((CUtlSymbolTable *)(this + 0x68),0,0x20,true);
*(undefined4 *)(this + 4) = 0;
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.