L L4D2node

CMatchExtensions::CMatchExtensions

0x000581e0 · 110 bytes · __thiscall

_ZN16CMatchExtensionsC1Ev

Decompiled

undefined (1 param)

/* CMatchExtensions::CMatchExtensions() */

void __thiscall CMatchExtensions::CMatchExtensions(CMatchExtensions *this)

{
  int iVar1;
  CMatchExtensions *pCVar2;
  byte bVar3;
  
  bVar3 = 0;
  *(undefined ***)this = &PTR_RegisterExtensionInterface_000b3c10;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
                    /* try { // try from 00058233 to 00058237 has its CatchHandler @ 0005824e */
  CUtlSymbolTable::CUtlSymbolTable((CUtlSymbolTable *)(this + 0x18),0,0x20,true);
  pCVar2 = this + 0x50;
  for (iVar1 = 7; iVar1 != 0; iVar1 = iVar1 + -1) {
    *(undefined4 *)pCVar2 = 0;
    pCVar2 = pCVar2 + (uint)bVar3 * -8 + 4;
  }
  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)