L L4D2node

CSolidSetDefaults::SetDefaults

0x00491970 · 121 bytes · __thiscall

_ZN17CSolidSetDefaults11SetDefaultsEPv

Decompiled

undefined (2 params)

/* CSolidSetDefaults::SetDefaults(void*) */

void __thiscall CSolidSetDefaults::SetDefaults(CSolidSetDefaults *this,void *param_1)

{
  *(undefined4 *)((int)param_1 + 0x614) = 0;
  *(undefined4 *)((int)param_1 + 0x618) = 0x3f800000;
  *(undefined4 *)((int)param_1 + 0x61c) = 0x3f800000;
  *(undefined4 *)((int)param_1 + 0x620) = 0x3dcccccd;
  *(undefined4 *)((int)param_1 + 0x624) = 0x3dcccccd;
  *(undefined4 *)((int)param_1 + 0x628) = 0x3d4ccccd;
  *(char **)((int)param_1 + 0x62c) = "DEFAULT";
  *(undefined4 *)((int)param_1 + 0x630) = 0;
  *(undefined4 *)((int)param_1 + 0x634) = 0;
  *(undefined4 *)((int)param_1 + 0x638) = 0x3f800000;
  *(undefined1 *)((int)param_1 + 0x63c) = 1;
  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)