L L4D2node

CUtlBinaryBlock::CUtlBinaryBlock

0x0004f0e0 · 29 bytes · __thiscall

_ZN15CUtlBinaryBlockC1EPKvi

Decompiled

undefined (3 params)

/* CUtlBinaryBlock::CUtlBinaryBlock(void const*, int) */

void __thiscall CUtlBinaryBlock::CUtlBinaryBlock(CUtlBinaryBlock *this,void *param_1,int param_2)

{
  *(undefined4 *)(this + 8) = 0xfffffffe;
  *(int *)(this + 4) = param_2;
  *(void **)this = param_1;
  *(int *)(this + 0xc) = param_2;
  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)