L L4D2node

CMeleeWeaponInfo::CMeleeWeaponInfo

0x00544900 · 161 bytes · __thiscall

_ZN16CMeleeWeaponInfoC1EPKcP9KeyValues

Decompiled

undefined (3 params)

/* CMeleeWeaponInfo::CMeleeWeaponInfo(char const*, KeyValues*) */

void __thiscall
CMeleeWeaponInfo::CMeleeWeaponInfo(CMeleeWeaponInfo *this,char *param_1,KeyValues *param_2)

{
  *(undefined ***)this = &PTR_Parse_00c406c0;
  *(undefined4 *)(this + 0xc20) = 0;
  *(undefined4 *)(this + 0xc24) = 0;
  *(undefined4 *)(this + 0xc28) = 0;
  *(undefined4 *)(this + 0xc2c) = 0;
  *(undefined4 *)(this + 0xc30) = 0;
  *(undefined4 *)(this + 0xc34) = 0;
  *(undefined4 *)(this + 0xc38) = 0;
  *(undefined4 *)(this + 0xc3c) = 0;
  *(undefined4 *)(this + 0xc40) = 0;
  *(undefined4 *)(this + 0xc44) = 0;
  this[0xc50] = (CMeleeWeaponInfo)0x0;
  Clear(this);
                    /* try { // try from 00544995 to 00544999 has its CatchHandler @ 005449a1 */
  Parse(this,param_1,param_2);
  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)