L L4D2node

CBreakParser::SetDefaults

0x0049bf90 · 156 bytes · __thiscall

_ZN12CBreakParser11SetDefaultsEPv

Decompiled

undefined (2 params)

/* CBreakParser::SetDefaults(void*) */

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

{
  undefined4 uVar1;
  
  *(undefined4 *)param_1 = vec3_origin;
  uVar1 = DAT_01053d4c;
  *(undefined1 *)((int)param_1 + 0xc) = 0;
  *(undefined4 *)((int)param_1 + 4) = uVar1;
  uVar1 = DAT_01053d50;
  *(undefined4 *)((int)param_1 + 0x418) = 0x3f800000;
  *(undefined4 *)((int)param_1 + 8) = uVar1;
  *(undefined4 *)((int)param_1 + 0x40c) = 0x41a00000;
  *(undefined4 *)((int)param_1 + 0x410) = 0;
  *(undefined4 *)((int)param_1 + 0x414) = 0;
  *(undefined4 *)((int)param_1 + 0x41c) = *(undefined4 *)(this + 8);
  uVar1 = *(undefined4 *)(this + 4);
  *(undefined1 *)((int)param_1 + 0x424) = 0;
  *(undefined1 *)((int)param_1 + 0x426) = 0;
  *(undefined1 *)((int)param_1 + 0x20c) = 0;
  *(undefined1 *)((int)param_1 + 0x425) = 0;
  *(undefined4 *)((int)param_1 + 0x420) = uVar1;
  *(undefined4 *)((int)param_1 + 0x428) = 0;
  this[0xc] = (CBreakParser)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)