L L4D2node

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 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)