L L4D2node

CPositionInterpolator_Rope::CPositionInterpolator_Rope

0x00592940 · 168 bytes · __thiscall

_ZN26CPositionInterpolator_RopeC2Ev

Decompiled

undefined (1 param)

/* CPositionInterpolator_Rope::CPositionInterpolator_Rope() */

void __thiscall
CPositionInterpolator_Rope::CPositionInterpolator_Rope(CPositionInterpolator_Rope *this)

{
  *(undefined ***)this = &PTR_Release_00c561f8;
  CBaseRopePhysics::CBaseRopePhysics
            ((CBaseRopePhysics *)(this + 4),(CNode *)(this + 0x38),10,(CRopeSpring *)(this + 0x1a0),
             (float *)(this + 0x1e8));
  *(undefined ***)(this + 4) = &PTR_GetNodeForces_00c561e8;
  *(undefined ***)(this + 0x20c) = &PTR_GetNodeForces_00c561d8;
  *(undefined4 *)(this + 0x228) = 0;
  this[0x22c] = (CPositionInterpolator_Rope)0x0;
  *(undefined4 *)(this + 0x230) = 5;
  *(undefined4 *)(this + 0x210) = 0x6753c21c;
  *(undefined4 *)(this + 0x214) = 0x6753c21c;
  *(undefined4 *)(this + 0x218) = 0x6753c21c;
  *(undefined4 *)(this + 0x21c) = 0x6753c21c;
  *(undefined4 *)(this + 0x220) = 0x6753c21c;
  *(undefined4 *)(this + 0x224) = 0x6753c21c;
  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)