L L4D2node

CGameRules::CGameRules

0x0045fb60 · 88 bytes · __thiscall

_ZN10CGameRulesC1Ev

Decompiled

undefined (1 param)

/* CGameRules::CGameRules() */

void __thiscall CGameRules::CGameRules(CGameRules *this)

{
  int iVar1;
  undefined *puVar2;
  CVoiceGameMgr *this_00;
  
  CAutoGameSystemPerFrame::CAutoGameSystemPerFrame((CAutoGameSystemPerFrame *)this,"CGameRules");
  *(undefined ***)this = &PTR_Name_00c14428;
  puVar2 = g_pVoiceGameMgrHelper;
  g_pGameRules = this;
  iVar1 = *(int *)(gpGlobals + 0x14);
                    /* try { // try from 0045fb96 to 0045fbaf has its CatchHandler @ 0045fbb8 */
  this_00 = (CVoiceGameMgr *)GetVoiceGameMgr();
  CVoiceGameMgr::Init(this_00,(IVoiceGameMgrHelper *)puVar2,iVar1);
  ClearMultiDamage();
  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)