L L4D2node

CDecalEmitterSystem::CDecalEmitterSystem

0x00447940 · 280 bytes · __thiscall

_ZN19CDecalEmitterSystemC2EPKc

Decompiled

undefined (2 params)

/* CDecalEmitterSystem::CDecalEmitterSystem(char const*) */

void __thiscall CDecalEmitterSystem::CDecalEmitterSystem(CDecalEmitterSystem *this,char *param_1)

{
  *(undefined ***)this = &PTR___cxa_pure_virtual_00c11a68;
  CAutoGameSystem::CAutoGameSystem((CAutoGameSystem *)(this + 4),param_1);
  *(undefined ***)this = &PTR_GetDecalIndexForName_00c11a88;
  *(undefined ***)(this + 4) = &PTR_Name_00c11aac;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0xffffffff;
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x3c) = 0xffffffff;
  *(undefined4 *)(this + 0x40) = 0xffffffff;
  *(undefined4 *)(this + 0x44) = 0;
  *(code **)(this + 0x24) = CaselessStringLessThan;
                    /* try { // try from 004479f1 to 004479f5 has its CatchHandler @ 00447a58 */
  CUtlSymbolTable::CUtlSymbolTable((CUtlSymbolTable *)(this + 0x48),0,0x10,false);
  *(undefined4 *)(this + 0x84) = 0;
  *(undefined4 *)(this + 0x88) = 0;
  *(undefined4 *)(this + 0x8c) = 0;
  *(undefined4 *)(this + 0x90) = 0xffffffff;
  *(undefined4 *)(this + 0x94) = 0;
  *(undefined4 *)(this + 0x98) = 0xffffffff;
  *(undefined4 *)(this + 0x9c) = 0xffffffff;
  *(undefined4 *)(this + 0xa0) = 0;
  *(code **)(this + 0x80) = CaselessStringLessThan;
  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)