L L4D2node

CGrabController::CGrabController

0x004ebea0 · 136 bytes · __thiscall

_ZN15CGrabControllerC1Ev

Decompiled

undefined (1 param)

/* CGrabController::CGrabController() */

void __thiscall CGrabController::CGrabController(CGrabController *this)

{
  undefined4 uVar1;
  
  *(undefined4 *)(this + 0x48) = 0;
  *(undefined4 *)(this + 0x50) = 0;
  *(undefined4 *)(this + 0x54) = 0;
  *(undefined ***)this = &PTR_Simulate_00c26da8;
  *(undefined4 *)(this + 0x34) = 0x45610000;
  *(undefined4 *)(this + 0x38) = 0x45610000;
  uVar1 = vec3_angle;
  *(undefined4 *)(this + 0x2068) = 0xffffffff;
  *(undefined4 *)(this + 0x206c) = uVar1;
  uVar1 = DAT_01053d40;
  *(undefined4 *)(this + 0x44) = 0x3f800000;
  *(undefined4 *)(this + 0x2070) = uVar1;
  uVar1 = DAT_01053d44;
  *(undefined4 *)(this + 0x3c) = 0x447a0000;
  *(undefined4 *)(this + 0x40) = 0x44fa0000;
  *(undefined4 *)(this + 0x2074) = uVar1;
  this[0x2078] = (CGrabController)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)