L L4D2node

CBaseGameStats::CBaseGameStats

0x00461a40 · 193 bytes · __thiscall

_ZN14CBaseGameStatsC2Ev

Decompiled

undefined (1 param)

/* CBaseGameStats::CBaseGameStats() */

void __thiscall CBaseGameStats::CBaseGameStats(CBaseGameStats *this)

{
  *(undefined ***)this = &PTR_UseOldFormat_00c15068;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  this[0x28] = (CBaseGameStats)0x1;
  this[0x29] = (CBaseGameStats)0x0;
  *(undefined4 *)(this + 0x2c) = 0;
  _V_memset(this + 0x1c,0,0xc);
  this[0x54] = (CBaseGameStats)((byte)this[0x54] & 0xfc);
  *(undefined2 *)(this + 0x40) = 0xffff;
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x3c) = 0;
  *(undefined2 *)(this + 0x42) = 0;
  *(undefined2 *)(this + 0x44) = 0xffff;
  *(undefined2 *)(this + 0x46) = 0xffff;
  *(undefined4 *)(this + 0x48) = 0;
  *(code **)(this + 0x30) = CaselessStringLessThan;
  this[0x4c] = (CBaseGameStats)0x1;
  this[0x4d] = (CBaseGameStats)0x0;
  *(undefined4 *)(this + 0x50) = 0;
  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)