L L4D2node

GCSDK::CGCBase::CGCBase

0x0007a7a0 · 336 bytes · __thiscall

_ZN5GCSDK7CGCBaseC2Ev

Decompiled

undefined (1 param)

/* GCSDK::CGCBase::CGCBase() */

void __thiscall GCSDK::CGCBase::CGCBase(CGCBase *this)

{
  *(undefined ***)this = &PTR_BInit_000b5cc8;
  CJobMgr::CJobMgr((CJobMgr *)(this + 4));
  *(undefined2 *)(this + 0x14c) = 0xffff;
  *(undefined2 *)(this + 0x168) = 0xffff;
  *(undefined2 *)(this + 0x16a) = 0;
  *(undefined2 *)(this + 0x16c) = 0xffff;
  *(undefined2 *)(this + 0x16e) = 0xffff;
  *(undefined2 *)(this + 0x184) = 0xffff;
  *(undefined2 *)(this + 0x14e) = 0;
  *(undefined2 *)(this + 0x150) = 0xffff;
  *(undefined2 *)(this + 0x186) = 0;
  *(code **)(this + 0x13c) = CDefOps<CSteamID>::LessFunc;
  *(undefined4 *)(this + 0x140) = 0;
  *(undefined4 *)(this + 0x144) = 0;
  *(undefined4 *)(this + 0x148) = 0;
  *(undefined2 *)(this + 0x152) = 0xffff;
  *(undefined4 *)(this + 0x154) = 0;
  *(code **)(this + 0x158) = CDefOps<CSteamID>::LessFunc;
  *(undefined4 *)(this + 0x15c) = 0;
  *(undefined4 *)(this + 0x160) = 0;
  *(undefined4 *)(this + 0x164) = 0;
  *(undefined4 *)(this + 0x170) = 0;
  *(code **)(this + 0x174) = CDefOps<CSteamID>::LessFunc;
  *(undefined4 *)(this + 0x178) = 0;
  *(undefined4 *)(this + 0x17c) = 0;
  *(undefined4 *)(this + 0x180) = 0;
  *(undefined2 *)(this + 0x188) = 0xffff;
  *(undefined2 *)(this + 0x18a) = 0xffff;
  *(undefined4 *)(this + 0x18c) = 0;
                    /* try { // try from 0007a8e3 to 0007a8e7 has its CatchHandler @ 0007a8f0 */
  CUtlString::CUtlString((CUtlString *)(this + 0x194));
  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)