L L4D2node

CAutoGameSystemPerFrame::CAutoGameSystemPerFrame

0x00468480 · 68 bytes · __thiscall

_ZN23CAutoGameSystemPerFrameC2EPKc

Decompiled

undefined (2 params)

/* CAutoGameSystemPerFrame::CAutoGameSystemPerFrame(char const*) */

void __thiscall
CAutoGameSystemPerFrame::CAutoGameSystemPerFrame(CAutoGameSystemPerFrame *this,char *param_1)

{
  undefined4 uVar1;
  bool bVar2;
  
  bVar2 = s_bSystemsInitted == '\0';
  *(undefined ***)this = &PTR_Name_00bfb688;
  *(char **)(this + 8) = param_1;
  uVar1 = s_pPerFrameSystemList;
  if (bVar2) {
    s_pPerFrameSystemList = this;
    *(undefined4 *)(this + 4) = uVar1;
    return;
  }
                    /* try { // try from 004684bb to 004684bf has its CatchHandler @ 004684c7 */
  IGameSystem::Add((IGameSystem *)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)