L L4D2node

CBaseEntityClassList::CBaseEntityClassList

0x0067b9d0 · 28 bytes · __thiscall

_ZN20CBaseEntityClassListC2Ev

Decompiled

undefined (1 param)

/* CBaseEntityClassList::CBaseEntityClassList() */

void __thiscall CBaseEntityClassList::CBaseEntityClassList(CBaseEntityClassList *this)

{
  *(undefined ***)this = &PTR___cxa_pure_virtual_00c78578;
  *(CBaseEntityClassList **)(this + 4) = s_pClassLists;
  s_pClassLists = this;
  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)