L L4D2node

CWatcherList::Init

0x00478450 · 26 bytes · __thiscall

_ZN12CWatcherList4InitEv

Decompiled

undefined (1 param)

/* CWatcherList::Init() */

void __thiscall CWatcherList::Init(CWatcherList *this)

{
  undefined2 uVar1;
  
  uVar1 = CUtlMultiList<watcher_t,unsigned_short>::CreateList
                    ((CUtlMultiList<watcher_t,unsigned_short> *)&g_WatcherList);
  *(undefined2 *)this = uVar1;
  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)