L L4D2node

CBalanceTeamGroup::CBalanceTeamGroup

0x004cbd50 · 44 bytes · __thiscall

_ZN17CBalanceTeamGroupC1Ev

Decompiled

undefined (1 param)

/* CBalanceTeamGroup::CBalanceTeamGroup() */

void __thiscall CBalanceTeamGroup::CBalanceTeamGroup(CBalanceTeamGroup *this)

{
  CSameTeamGroup::CSameTeamGroup((CSameTeamGroup *)this);
  *(undefined ***)this = &PTR_Build_00c21278;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  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)