L L4D2node

CDatacenter::CDatacenter

0x0005bd30 · 98 bytes · __thiscall

_ZN11CDatacenterC1Ev

Decompiled

undefined (1 param)

/* CDatacenter::CDatacenter() */

void __thiscall CDatacenter::CDatacenter(CDatacenter *this)

{
  *(undefined ***)this = &PTR_GetStats_000b4b28;
  *(undefined **)(this + 4) = &DAT_000b4b4c;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0xffffffff;
  *(undefined4 *)(this + 0x14) = 0xffffffff;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 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)