L L4D2node

CBaseAbility::CBaseAbility

0x004d2530 · 255 bytes · __thiscall

_ZN12CBaseAbilityC1Ev

Decompiled

undefined (1 param)

/* CBaseAbility::CBaseAbility() */

void __thiscall CBaseAbility::CBaseAbility(CBaseAbility *this)

{
  CBaseEdict *this_00;
  int iVar1;
  
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined ***)this = &PTR__CBaseAbility_00c21788;
  *(undefined4 *)(this + 0x444) = 0;
  *(undefined4 *)(this + 0x448) = 0xbf800000;
  *(undefined ***)(this + 0x440) = &PTR_NetworkStateChanged_00c21758;
  *(undefined4 *)(this + 0x44c) = 0xffffffff;
  *(undefined4 *)(this + 0x454) = 0;
  *(undefined4 *)(this + 0x458) = 0xbf800000;
  *(undefined ***)(this + 0x450) = &PTR_NetworkStateChanged_00c21768;
                    /* try { // try from 004d25af to 004d261f has its CatchHandler @ 004d263d */
  CBaseEntity::SetPredictionEligible(SUB41(this,0));
  if (*(float *)(this + 0x448) != -1.0) {
    (**(code **)(*(int *)(this + 0x440) + 4))(this + 0x440,this + 0x448);
    *(undefined4 *)(this + 0x448) = 0xbf800000;
  }
  if (this[0x45c] == (CBaseAbility)0x0) {
    return;
  }
  if (this[0x6c] == (CBaseAbility)0x0) {
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
      iVar1 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar1 + 2) = 0;
    }
    this[0x45c] = (CBaseAbility)0x0;
  }
  else {
    this[0x70] = (CBaseAbility)((byte)this[0x70] | 1);
    this[0x45c] = (CBaseAbility)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)