L L4D2node

GCSDK::CGCClient::CGCClient

0x0005eb90 · 170 bytes · __thiscall

_ZN5GCSDK9CGCClientC2EP21ISteamGameCoordinator

Decompiled

undefined (2 params)

/* GCSDK::CGCClient::CGCClient(ISteamGameCoordinator*) */

void __thiscall GCSDK::CGCClient::CGCClient(CGCClient *this,ISteamGameCoordinator *param_1)

{
  void *pvVar1;
  undefined4 local_24;
  undefined4 local_20;
  
  this[4] = (CGCClient)0x0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined ***)this = &PTR_Run_000b5538;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x20) = 0x400;
  *(undefined4 *)(this + 0x24) = 0;
  pvVar1 = malloc(0x400);
  *(void **)(this + 0x1c) = pvVar1;
                    /* try { // try from 0005ebec to 0005ebf0 has its CatchHandler @ 0005ec3a */
  CJobMgr::CJobMgr((CJobMgr *)(this + 0x28));
  local_20 = 0;
  local_24 = 0;
                    /* try { // try from 0005ec17 to 0005ec1b has its CatchHandler @ 0005ec97 */
  CSharedObjectCache::CSharedObjectCache((CSharedObjectCache *)(this + 0x160),(CSteamID *)&local_24)
  ;
  if (param_1 != (ISteamGameCoordinator *)0x0) {
                    /* try { // try from 0005ec2d to 0005ec31 has its CatchHandler @ 0005ec7b */
    BInit(this,param_1);
  }
  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)