L L4D2node

CGlowProperty::Init

0x00465d10 · 190 bytes · __thiscall

_ZN13CGlowProperty4InitEP11CBaseEntity

Decompiled

undefined (2 params)

/* CGlowProperty::Init(CBaseEntity*) */

void __thiscall CGlowProperty::Init(CGlowProperty *this,CBaseEntity *param_1)

{
  *(CBaseEntity **)(this + 0x2c) = param_1;
  if (*(int *)(this + 4) != 0) {
    (**(code **)(*(int *)this + 4))(this,this + 4);
    *(undefined4 *)(this + 4) = 0;
  }
  if (*(int *)(this + 8) != 0) {
    (**(code **)(*(int *)this + 4))(this,this + 8);
    *(undefined4 *)(this + 8) = 0;
  }
  if (*(int *)(this + 0xc) != 0) {
    (**(code **)(*(int *)this + 4))(this,this + 0xc);
    *(undefined4 *)(this + 0xc) = 0;
  }
  *(undefined4 *)(this + 0x24) = 0xffffffff;
  if (*(int *)(this + 0x10) != 0) {
    (**(code **)(*(int *)this + 4))(this,this + 0x10);
    *(undefined4 *)(this + 0x10) = 0;
  }
  this[0x28] = (CGlowProperty)0x0;
  if (this[0x14] != (CGlowProperty)0x0) {
    (**(code **)(*(int *)this + 4))(this,this + 0x14);
    this[0x14] = (CGlowProperty)0x0;
  }
  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)