L L4D2node

CIterativeSheetSimulator::CIterativeSheetSimulator

0x004b0bb0 · 45 bytes · __thiscall

_ZN24CIterativeSheetSimulatorC1EPFvRK6VectorS2_jiP10CGameTraceEPFvS2_S2_S2_S2_jiS4_E

Decompiled

undefined (3 params)

/* CIterativeSheetSimulator::CIterativeSheetSimulator(void (*)(Vector const&, Vector const&,
   unsigned int, int, CGameTrace*), void (*)(Vector const&, Vector const&, Vector const&, Vector
   const&, unsigned int, int, CGameTrace*)) */

void __thiscall
CIterativeSheetSimulator::CIterativeSheetSimulator
          (CIterativeSheetSimulator *this,
          _func_void_Vector_ptr_Vector_ptr_uint_int_CGameTrace_ptr *param_1,
          _func_void_Vector_ptr_Vector_ptr_Vector_ptr_Vector_ptr_uint_int_CGameTrace_ptr *param_2)

{
  CSheetSimulator::CSheetSimulator((CSheetSimulator *)this,param_1,param_2);
  this[0xb1] = (CIterativeSheetSimulator)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)