L L4D2node

CGameRulesProxy::CGameRulesProxy

0x0045faa0 · 63 bytes · __thiscall

_ZN15CGameRulesProxyC2Ev

Decompiled

undefined (1 param)

/* CGameRulesProxy::CGameRulesProxy() */

void __thiscall CGameRulesProxy::CGameRulesProxy(CGameRulesProxy *this)

{
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined ***)this = &PTR__CGameRulesProxy_00c140e8;
  if (s_pGameRulesProxy != (CBaseEntity *)0x0) {
                    /* try { // try from 0045facd to 0045fad1 has its CatchHandler @ 0045fadf */
    UTIL_Remove(s_pGameRulesProxy);
  }
  s_pGameRulesProxy = (CBaseEntity *)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)