L L4D2node

GCSDK::CColumnSet::CColumnSet

0x000922f0 · 82 bytes · __thiscall

_ZN5GCSDK10CColumnSetC1ERKS0_

Decompiled

undefined (2 params)

/* GCSDK::CColumnSet::CColumnSet(GCSDK::CColumnSet const&) */

void __thiscall GCSDK::CColumnSet::CColumnSet(CColumnSet *this,CColumnSet *param_1)

{
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
                    /* try { // try from 00092330 to 00092334 has its CatchHandler @ 00092342 */
  CUtlVector<int,CUtlMemory<int,int>>::CopyArray
            ((CUtlVector<int,CUtlMemory<int,int>> *)this,*(int **)param_1,*(int *)(param_1 + 0xc));
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(param_1 + 0x14);
  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)