L L4D2node

CBaseMultiplayerPlayer::CBaseMultiplayerPlayer

0x0062cbd0 · 164 bytes · __thiscall

_ZN22CBaseMultiplayerPlayerC2Ev

Decompiled

undefined (1 param)

/* CBaseMultiplayerPlayer::CBaseMultiplayerPlayer() */

void __thiscall CBaseMultiplayerPlayer::CBaseMultiplayerPlayer(CBaseMultiplayerPlayer *this)

{
  undefined4 uVar1;
  int iVar2;
  KeyValues *this_00;
  uint in_stack_ffffffd8;
  
  CBasePlayer::CBasePlayer((CBasePlayer *)this);
  *(undefined ***)this = &PTR__CBaseMultiplayerPlayer_00c63008;
  *(undefined **)(this + 0x2364) = &DAT_00c637e8;
  iVar2 = gpGlobals;
  *(undefined4 *)(this + 0x2374) = 0xffffffff;
  *(undefined4 *)(this + 0x2380) = 0xbf800000;
  *(undefined4 *)(this + 0x2384) = 0;
  uVar1 = *(undefined4 *)(iVar2 + 0xc);
  *(undefined4 *)(this + 0x2378) = 0;
  *(undefined4 *)(this + 0x237c) = uVar1;
                    /* try { // try from 0062cc35 to 0062cc39 has its CatchHandler @ 0062cc74 */
  this_00 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffd8);
                    /* try { // try from 0062cc57 to 0062cc5b has its CatchHandler @ 0062cc96 */
  KeyValues::KeyValues(this_00,"achievement_counts",(IKeyValuesSystem *)0x0,false);
  *(KeyValues **)(this + 0x2388) = this_00;
  *(undefined4 *)(this + 0x236c) = 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)