L L4D2node

CTankRock::CTankRock

0x004de010 · 70 bytes · __thiscall

_ZN9CTankRockC2Ev

Decompiled

undefined (1 param)

/* CTankRock::CTankRock() */

void __thiscall CTankRock::CTankRock(CTankRock *this)

{
  CBaseGrenade::CBaseGrenade((CBaseGrenade *)this);
  *(undefined ***)this = &PTR__CTankRock_00c23e68;
  *(undefined ***)(this + 0x1a3c) = &PTR_OnAttemptPhysGunPickup_00c243f8;
  *(undefined ***)(this + 0x1a84) = &PTR_NetworkStateChanged_00c23e10;
  *(undefined4 *)(this + 0x1a88) = 0xbf800000;
  *(undefined4 *)(this + 0x1a8c) = 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)