L L4D2node

CEventLog::CEventLog

0x00699420 · 32 bytes · __thiscall

_ZN9CEventLogC2Ev

Decompiled

undefined (1 param)

/* CEventLog::CEventLog() */

void __thiscall CEventLog::CEventLog(CEventLog *this)

{
  this[8] = (CEventLog)0x0;
  *(undefined4 *)(this + 4) = 0x2a;
  *(undefined ***)this = &PTR__CEventLog_00c81a68;
  *(undefined ***)(this + 0xc) = &PTR_Name_00c81a9c;
  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)