L L4D2node

CThrow::CThrow

0x004df6f0 · 155 bytes · __thiscall

_ZN6CThrowC1Ev

Decompiled

undefined (1 param)

/* CThrow::CThrow() */

void __thiscall CThrow::CThrow(CThrow *this)

{
  CBaseAbility::CBaseAbility((CBaseAbility *)this);
  *(undefined ***)this = &PTR__CThrow_00c24428;
  *(undefined ***)(this + 0x460) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x464) = 0;
  *(undefined4 *)(this + 0x468) = 0xbf800000;
  *(undefined ***)(this + 0x46c) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x470) = 0;
  *(undefined4 *)(this + 0x474) = 0xbf800000;
  *(undefined ***)(this + 0x47c) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x480) = 0;
  *(undefined4 *)(this + 0x484) = 0xbf800000;
  *(undefined ***)(this + 0x488) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x48c) = 0;
  *(undefined4 *)(this + 0x490) = 0xbf800000;
  *(undefined4 *)(this + 0x494) = 0xffffffff;
  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)