L L4D2node

CTerrorGun::CTerrorGun

0x00565b60 · 128 bytes · __thiscall

_ZN10CTerrorGunC2Ev

Decompiled

undefined (1 param)

/* CTerrorGun::CTerrorGun() */

void __thiscall CTerrorGun::CTerrorGun(CTerrorGun *this)

{
  CBaseEdict *this_00;
  int iVar1;
  
  CTerrorWeapon::CTerrorWeapon((CTerrorWeapon *)this);
  *(undefined ***)this = &PTR__CTerrorGun_00c50828;
  *(undefined **)(this + 0x1510) = &DAT_00c50f74;
  *(undefined4 *)(this + 0x17e4) = 0;
  this[0x145d] = (CTerrorGun)0x0;
  if (this[0x17e2] == (CTerrorGun)0x0) {
    return;
  }
  if (this[0x6c] == (CTerrorGun)0x0) {
    this_00 = *(CBaseEdict **)(this + 0x30);
    if (this_00 != (CBaseEdict *)0x0) {
      *(uint *)this_00 = *(uint *)this_00 | 0x101;
                    /* try { // try from 00565bbe to 00565bc2 has its CatchHandler @ 00565bed */
      iVar1 = CBaseEdict::GetChangeAccessor(this_00);
      *(undefined2 *)(iVar1 + 2) = 0;
    }
    this[0x17e2] = (CTerrorGun)0x0;
  }
  else {
    this[0x70] = (CTerrorGun)((byte)this[0x70] | 1);
    this[0x17e2] = (CTerrorGun)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)