L L4D2node

CResponseQueue::CResponseQueue

0x005d99e0 · 130 bytes · __thiscall

_ZN14CResponseQueueC2Ei

Decompiled

undefined (2 params)

/* CResponseQueue::CResponseQueue(int) */

void __thiscall CResponseQueue::CResponseQueue(CResponseQueue *this,int param_1)

{
  void *pvVar1;
  
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(int *)(this + 8) = param_1;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0xffffffff;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x30) = 8;
  *(undefined4 *)(this + 0x34) = 8;
  pvVar1 = malloc(0x20);
  *(undefined4 *)(this + 0x38) = 0;
  *(void **)(this + 0x2c) = pvVar1;
  *(void **)(this + 0x3c) = pvVar1;
  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)