L L4D2node

ServerClass::ServerClass

0x00450bc0 · 169 bytes · __thiscall

_ZN11ServerClassC2EPcP9SendTable

Decompiled

undefined (3 params)

/* ServerClass::ServerClass(char*, SendTable*) */

void __thiscall ServerClass::ServerClass(ServerClass *this,char *param_1,SendTable *param_2)

{
  int iVar1;
  undefined4 *puVar2;
  undefined4 *puVar3;
  undefined4 *puVar4;
  
  *(undefined4 *)(this + 0x10) = 0xffff;
  *(char **)this = param_1;
  puVar4 = (undefined4 *)g_pServerClassHead;
  *(SendTable **)(this + 4) = param_2;
  if (puVar4 == (undefined4 *)0x0) {
    *(undefined4 *)(this + 8) = 0;
    g_pServerClassHead = this;
    return;
  }
  puVar3 = (undefined4 *)puVar4[2];
  iVar1 = _V_stricmp((char *)*puVar4,param_1);
  puVar2 = (undefined4 *)g_pServerClassHead;
  if (0 < iVar1) {
    g_pServerClassHead = this;
    *(undefined4 **)(this + 8) = puVar2;
    return;
  }
  if (puVar3 != (undefined4 *)0x0) {
    do {
      puVar2 = puVar3;
      iVar1 = _V_stricmp((char *)*puVar2,param_1);
      puVar3 = puVar2;
      if (0 < iVar1) goto LAB_00450c55;
      puVar3 = (undefined4 *)puVar2[2];
      puVar4 = puVar2;
    } while ((undefined4 *)puVar2[2] != (undefined4 *)0x0);
    puVar3 = (undefined4 *)0x0;
  }
LAB_00450c55:
  *(undefined4 **)(this + 8) = puVar3;
  puVar4[2] = this;
  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)