L L4D2node

CBaseMultiplayerPlayer::CreateExpresser

0x0062c6b0 · 73 bytes · __thiscall

_ZN22CBaseMultiplayerPlayer15CreateExpresserEv

Decompiled

undefined (1 param)

/* CBaseMultiplayerPlayer::CreateExpresser() */

undefined4 __thiscall CBaseMultiplayerPlayer::CreateExpresser(CBaseMultiplayerPlayer *this)

{
  CMultiplayer_Expresser *this_00;
  undefined4 uVar1;
  
  this_00 = ::operator_new(0x54);
                    /* try { // try from 0062c6d0 to 0062c6d4 has its CatchHandler @ 0062c6f9 */
  CMultiplayer_Expresser::CMultiplayer_Expresser(this_00,(CBaseFlex *)this);
  *(CMultiplayer_Expresser **)(this + 0x2378) = this_00;
  if (this_00 == (CMultiplayer_Expresser *)0x0) {
    uVar1 = 0;
  }
  else {
    *(CBaseMultiplayerPlayer **)(this_00 + 4) = this + 0x2364;
    uVar1 = *(undefined4 *)(this + 0x2378);
  }
  return uVar1;
}

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)