L L4D2node

GCSDK::CRecordInfo::CRecordInfo

0x00092a00 · 468 bytes · __thiscall

_ZN5GCSDK11CRecordInfoC1Ev

Decompiled

undefined (1 param)

/* GCSDK::CRecordInfo::CRecordInfo() */

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

{
  pthread_mutexattr_t *__attr;
  
  *(undefined2 *)(this + 0xba) = 0xffff;
  __attr = (pthread_mutexattr_t *)(this + 0x130);
  *(undefined2 *)(this + 0xb6) = 0;
  *(undefined2 *)(this + 0xb8) = 0xffff;
  *(undefined2 *)(this + 0xb4) = 0xffff;
  *(undefined4 *)(this + 4) = 1;
  *(undefined ***)this = &PTR__CRecordInfo_000b66d8;
  *(undefined4 *)(this + 0x90) = 0;
  *(undefined4 *)(this + 0x94) = 0;
  *(undefined4 *)(this + 0x98) = 0;
  *(undefined4 *)(this + 0x9c) = 0;
  *(undefined4 *)(this + 0xa0) = 0;
  *(code **)(this + 0xa4) = CaselessStringLessThan;
  *(undefined4 *)(this + 0xa8) = 0;
  *(undefined4 *)(this + 0xac) = 0;
  *(undefined4 *)(this + 0xb0) = 0;
  *(undefined4 *)(this + 0xbc) = 0;
  *(undefined4 *)(this + 200) = 0;
  *(undefined4 *)(this + 0xcc) = 0;
  *(undefined4 *)(this + 0xd0) = 0;
  *(undefined4 *)(this + 0xd4) = 0;
  *(undefined4 *)(this + 0xd8) = 0;
  *(undefined4 *)(this + 0xec) = 0;
  *(undefined4 *)(this + 0xf0) = 0;
  *(undefined4 *)(this + 0xf4) = 0;
  *(undefined4 *)(this + 0xf8) = 0;
  *(undefined4 *)(this + 0xfc) = 0;
  *(undefined4 *)(this + 0x104) = 0;
  *(undefined4 *)(this + 0x108) = 0;
  *(undefined4 *)(this + 0x10c) = 0;
  *(undefined4 *)(this + 0x110) = 0;
  *(undefined4 *)(this + 0x114) = 0;
  pthread_mutexattr_init(__attr);
  pthread_mutexattr_settype(__attr,1);
  pthread_mutex_init((pthread_mutex_t *)(this + 0x118),__attr);
  this[8] = (CRecordInfo)0x0;
  this[0xe1] = (CRecordInfo)0x0;
  this[0xe0] = (CRecordInfo)0x0;
  this[0xe3] = (CRecordInfo)0x0;
  this[0xe2] = (CRecordInfo)0x0;
  *(undefined4 *)(this + 0xc0) = 0;
  *(undefined4 *)(this + 0xc4) = 0xffffffff;
  *(undefined4 *)(this + 0xdc) = 0;
  *(undefined4 *)(this + 0xe4) = 0;
  *(undefined4 *)(this + 0xe8) = 0xffffffff;
  *(undefined4 *)(this + 0x8c) = 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)