L L4D2node

CUserMessages::CUserMessages

0x0057d2f0 · 85 bytes · __thiscall

_ZN13CUserMessagesC2Ev

Decompiled

undefined (1 param)

/* CUserMessages::CUserMessages() */

void __thiscall CUserMessages::CUserMessages(CUserMessages *this)

{
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0xffffffff;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0xffffffff;
  *(undefined4 *)(this + 0x1c) = 0xffffffff;
  *(undefined4 *)(this + 0x20) = 0;
  *(code **)this = CaselessStringLessThan;
                    /* try { // try from 0057d339 to 0057d33d has its CatchHandler @ 0057d345 */
  RegisterUserMessages();
  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)