L L4D2node

CBoneList::CBoneList

0x005a5940 · 80 bytes · __thiscall

_ZN9CBoneListC2Ev

Decompiled

undefined (1 param)

/* CBoneList::CBoneList() */

void __thiscall CBoneList::CBoneList(CBoneList *this)

{
  *this = (CBoneList)((byte)*this & 0xfe);
  *(ushort *)this = *(ushort *)this & 1;
  _V_memset(this + 4,0,0x600);
  _V_memset(this + 0x604,0,0x800);
  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)