L L4D2node

CMatchNetworkMsgControllerBase::CMatchNetworkMsgControllerBase

0x00059bf0 · 14 bytes · __thiscall

_ZN30CMatchNetworkMsgControllerBaseC1Ev

Decompiled

undefined (1 param)

/* CMatchNetworkMsgControllerBase::CMatchNetworkMsgControllerBase() */

void __thiscall
CMatchNetworkMsgControllerBase::CMatchNetworkMsgControllerBase(CMatchNetworkMsgControllerBase *this)

{
  *(undefined ***)this = &PTR_GetQOS_000b4028;
  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)