L L4D2node

CPropMinigun::CPropMinigun

0x00548b20 · 130 bytes · __thiscall

_ZN12CPropMinigunC2Ev

Decompiled

undefined (1 param)

/* CPropMinigun::CPropMinigun() */

void __thiscall CPropMinigun::CPropMinigun(CPropMinigun *this)

{
  CDynamicProp::CDynamicProp((CDynamicProp *)this);
  *(undefined ***)this = &PTR__CPropMinigun_00c40ac8;
  *(undefined4 *)(this + 0x15cc) = 0xffffffff;
  *(undefined ***)(this + 0x13f4) = &PTR_SetDmgModBullet_00c40f48;
  *(undefined ***)(this + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00c40fec;
  *(undefined **)(this + 0x154c) = &DAT_00c4101c;
  *(undefined4 *)(this + 0x1630) = 0;
  *(undefined4 *)(this + 0x163c) = 0xffffffff;
  *(undefined4 *)(this + 0x1640) = 0;
  *(undefined4 *)(this + 0x1648) = 0;
  *(undefined4 *)(this + 0x1654) = 0xffffffff;
  *(undefined4 *)(this + 0x1658) = 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)