L L4D2node

CButtonTimed::CButtonTimed

0x00639120 · 294 bytes · __thiscall

_ZN12CButtonTimedC1Ev

Decompiled

undefined (1 param)

/* CButtonTimed::CButtonTimed() */

void __thiscall CButtonTimed::CButtonTimed(CButtonTimed *this)

{
  CBaseToggle::CBaseToggle((CBaseToggle *)this);
  *(undefined ***)this = &PTR__CButtonTimed_00c673e8;
  *(undefined ***)(this + 0x4c8) = &PTR_GetDataDescMap_00cc4958;
  *(undefined4 *)(this + 0x508) = 0;
  *(undefined4 *)(this + 0x514) = 0xffffffff;
  *(undefined4 *)(this + 0x518) = 0;
  *(undefined4 *)(this + 0x520) = 0;
  *(undefined4 *)(this + 0x52c) = 0xffffffff;
  *(undefined4 *)(this + 0x530) = 0;
  *(undefined4 *)(this + 0x538) = 0;
  *(undefined4 *)(this + 0x544) = 0xffffffff;
  *(undefined4 *)(this + 0x548) = 0;
  *(undefined4 *)(this + 0x550) = 0;
  *(undefined4 *)(this + 0x55c) = 0xffffffff;
  *(undefined4 *)(this + 0x560) = 0;
  *(undefined4 *)(this + 0x568) = 0;
  *(undefined4 *)(this + 0x574) = 0xffffffff;
  *(undefined4 *)(this + 0x578) = 0;
  *(undefined4 *)(this + 0x588) = 0xffffffff;
  *(undefined4 *)(this + 0x5a8) = 0;
  *(undefined4 *)(this + 0x5b4) = 0xffffffff;
  *(undefined4 *)(this + 0x5b8) = 0;
  *(undefined4 *)(this + 0x5c0) = 0;
  *(undefined4 *)(this + 0x5cc) = 0xffffffff;
  *(undefined4 *)(this + 0x5d0) = 0;
  *(undefined4 *)(this + 0x598) = 5;
  this[0x59d] = (CButtonTimed)0x0;
  *(undefined4 *)(this + 0x5a0) = 0;
  this[0x59c] = (CButtonTimed)0x1;
  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)