L L4D2node

CLunge::CLunge

0x004d9eb0 · 93 bytes · __thiscall

_ZN6CLungeC1Ev

Decompiled

undefined (1 param)

/* CLunge::CLunge() */

void __thiscall CLunge::CLunge(CLunge *this)

{
  CBaseAbility::CBaseAbility((CBaseAbility *)this);
  *(undefined ***)this = &PTR__CLunge_00c22b08;
  *(undefined ***)(this + 0x460) = &PTR_NetworkStateChanged_00c22af0;
  *(undefined4 *)(this + 0x468) = 0xbf800000;
  *(undefined4 *)(this + 0x464) = 0;
  *(undefined ***)(this + 0x480) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x484) = 0;
  *(undefined4 *)(this + 0x488) = 0xbf800000;
  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)