L L4D2node

CBaseFlex::CBaseFlex

0x006241c0 · 309 bytes · __thiscall

_ZN9CBaseFlexC2Ev

Decompiled

undefined (1 param)

/* CBaseFlex::CBaseFlex() */

void __thiscall CBaseFlex::CBaseFlex(CBaseFlex *this)

{
  CBaseAnimating::CBaseAnimating((CBaseAnimating *)this);
  *(undefined2 *)(this + 0x17ac) = 0xffff;
  *(undefined4 *)(this + 0x13f4) = 0;
  *(undefined4 *)(this + 0x13f8) = 0;
  *(undefined4 *)(this + 0x13fc) = 0;
  *(undefined4 *)(this + 0x1400) = 0;
  *(undefined4 *)(this + 0x1404) = 0;
  this[0x1408] = (CBaseFlex)0x0;
  *(undefined4 *)(this + 0x15f4) = 0;
  *(undefined ***)this = &PTR__CBaseFlex_00c61e48;
  *(undefined4 *)(this + 0x1788) = 0;
  *(undefined4 *)(this + 0x178c) = 0;
  *(undefined4 *)(this + 0x1790) = 0;
  *(undefined4 *)(this + 0x1794) = 0;
  *(undefined4 *)(this + 0x1798) = 0;
  *(code **)(this + 0x179c) = FlexSettingLessFunc;
  *(undefined4 *)(this + 0x17a0) = 0;
  *(undefined4 *)(this + 0x17a4) = 0;
  *(undefined4 *)(this + 0x17a8) = 0;
  *(undefined2 *)(this + 0x17ae) = 0;
  *(undefined2 *)(this + 0x17b0) = 0xffff;
  *(undefined2 *)(this + 0x17b2) = 0xffff;
  *(undefined4 *)(this + 0x17b4) = 0;
  *(undefined4 *)(this + 0x17bc) = 0;
  *(undefined4 *)(this + 0x17c0) = 0;
  *(undefined4 *)(this + 0x17c4) = 0;
  *(undefined4 *)(this + 0x17c8) = 0;
  *(undefined4 *)(this + 0x17cc) = 0;
  this[0x17d0] = (CBaseFlex)0x1;
  *(undefined4 *)(this + 0x17d4) = 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)