L L4D2node

CHintSystem::CHintSystem

0x00467890 · 129 bytes · __thiscall

_ZN11CHintSystemC1Ev

Decompiled

undefined (1 param)

/* CHintSystem::CHintSystem() */

void __thiscall CHintSystem::CHintSystem(CHintSystem *this)

{
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0;
                    /* try { // try from 004678ef to 004678f3 has its CatchHandler @ 00467911 */
  Init(this,(CBasePlayer *)0x0,0,(char **)0x0);
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 4) = 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)