L L4D2node

CMultiplayer_Expresser::CMultiplayer_Expresser

0x005d3ac0 · 62 bytes · __thiscall

_ZN22CMultiplayer_ExpresserC2EP9CBaseFlex

Decompiled

undefined (2 params)

/* CMultiplayer_Expresser::CMultiplayer_Expresser(CBaseFlex*) */

void __thiscall
CMultiplayer_Expresser::CMultiplayer_Expresser(CMultiplayer_Expresser *this,CBaseFlex *param_1)

{
  CAI_Expresser::CAI_Expresser((CAI_Expresser *)this,param_1);
  *(undefined4 *)(this + 0x44) = 0;
  *(undefined4 *)(this + 0x48) = 3;
  *(undefined4 *)(this + 0x4c) = 0xffffffff;
  *(undefined ***)this = &PTR_IsValidResponse_00c58e68;
  this[0x50] = (CMultiplayer_Expresser)0x0;
  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)