L L4D2node

CGameMovement::CGameMovement

0x00455700 · 119 bytes · __thiscall

_ZN13CGameMovementC2Ev

Decompiled

undefined (1 param)

/* CGameMovement::CGameMovement() */

void __thiscall CGameMovement::CGameMovement(CGameMovement *this)

{
  int iVar1;
  CGameMovement *pCVar2;
  
  *(undefined ***)this = &PTR__CGameMovement_00c13c48;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  this[0x63d] = (CGameMovement)0x0;
  *(undefined4 *)(this + 8) = 0;
  pCVar2 = this + 0x640;
  for (iVar1 = 0x42; iVar1 != 0; iVar1 = iVar1 + -1) {
    *(undefined4 *)pCVar2 = 0;
    pCVar2 = pCVar2 + 4;
  }
  pCVar2 = this + 0x748;
  for (iVar1 = 0x21; iVar1 != 0; iVar1 = iVar1 + -1) {
    *(undefined4 *)pCVar2 = 0;
    pCVar2 = pCVar2 + 4;
  }
  *(undefined4 *)(this + 0x7d4) = 0;
  *(undefined4 *)(this + 0x7cc) = 0;
  *(undefined4 *)(this + 0x7d8) = 0;
  *(undefined4 *)(this + 0x7dc) = 0x3f800000;
  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)