L L4D2node

CStringRegistry::CStringRegistry

0x00599e40 · 92 bytes · __thiscall

_ZN15CStringRegistryC2Ev

Decompiled

undefined (1 param)

/* CStringRegistry::CStringRegistry() */

void __thiscall CStringRegistry::CStringRegistry(CStringRegistry *this)

{
  undefined4 *puVar1;
  
  puVar1 = ::operator_new(0x1c);
  *(undefined2 *)(puVar1 + 4) = 0xffff;
  *(undefined2 *)(puVar1 + 5) = 0xffff;
  *(undefined2 *)((int)puVar1 + 0x12) = 0;
  puVar1[1] = 0;
  puVar1[2] = 0;
  puVar1[3] = 0;
  *(undefined2 *)((int)puVar1 + 0x16) = 0xffff;
  puVar1[6] = 0;
  *puVar1 = CaselessStringLessThan;
  *(undefined4 **)this = puVar1;
  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)