L L4D2node

bf_write::bf_write

0x00097af0 · 50 bytes · __thiscall

_ZN8bf_writeC2Ev

Decompiled

undefined (1 param)

/* bf_write::bf_write() */

void __thiscall bf_write::bf_write(bf_write *this)

{
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0xffffffff;
  *(undefined4 *)(this + 0xc) = 0;
  this[0x10] = (bf_write)0x0;
  this[0x11] = (bf_write)0x1;
  *(undefined4 *)(this + 0x14) = 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)