L L4D2node

CRifle_M60::CRifle_M60

0x00557bf0 · 70 bytes · __thiscall

_ZN10CRifle_M60C2Ev

Decompiled

undefined (1 param)

/* CRifle_M60::CRifle_M60() */

void __thiscall CRifle_M60::CRifle_M60(CRifle_M60 *this)

{
  CTerrorGun::CTerrorGun((CTerrorGun *)this);
  *(undefined ***)this = &PTR__CRifle_M60_00c483a8;
  *(undefined **)(this + 0x1510) = &DAT_00c48af4;
  *(undefined ***)(this + 0x17f4) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x17f8) = 0;
  *(undefined4 *)(this + 0x17fc) = 0xbf800000;
  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)