L L4D2node

CStudioHdr::CActivityToSequenceMapping::CActivityToSequenceMapping

0x005a57b0 · 144 bytes · __thiscall

_ZN10CStudioHdr26CActivityToSequenceMappingC1Ev

Decompiled

undefined (1 param)

/* CStudioHdr::CActivityToSequenceMapping::CActivityToSequenceMapping() */

void __thiscall
CStudioHdr::CActivityToSequenceMapping::CActivityToSequenceMapping(CActivityToSequenceMapping *this)

{
  int iVar1;
  
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
                    /* try { // try from 005a57f9 to 005a57fd has its CatchHandler @ 005a5840 */
  CUtlVector<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,int>>
  ::SetCount((CUtlVector<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,CUtlMemory<CUtlVector<CStudioHdr::CActivityToSequenceMapping::HashValueType,CUtlMemory<CStudioHdr::CActivityToSequenceMapping::HashValueType,int>>,int>>
              *)(this + 8),8);
  iVar1 = 0;
  do {
    *(undefined4 *)(*(int *)(this + 8) + 0xc + iVar1) = 0;
    *(undefined4 *)(*(int *)(this + 8) + 8 + iVar1) = 0;
    iVar1 = iVar1 + 0x14;
  } while (iVar1 != 0xa0);
  this[0x1e] = (CActivityToSequenceMapping)0x1;
  *(undefined4 *)(this + 0x20) = 7;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  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)