L L4D2node

CFish::CFish

0x006a40c0 · 231 bytes · __thiscall

_ZN5CFishC2Ev

Decompiled

undefined (1 param)

/* CFish::CFish() */

void __thiscall CFish::CFish(CFish *this)

{
  CBaseAnimating::CBaseAnimating((CBaseAnimating *)this);
  *(undefined ***)this = &PTR__CFish_00c875e8;
  *(undefined4 *)(this + 0x13f4) = 0xffffffff;
  *(undefined ***)(this + 0x144c) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x1450) = 0;
  *(undefined4 *)(this + 0x1454) = 0xbf800000;
  *(undefined ***)(this + 0x145c) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x1460) = 0;
  *(undefined4 *)(this + 0x1464) = 0xbf800000;
  *(undefined ***)(this + 0x1468) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x146c) = 0;
  *(undefined4 *)(this + 0x1470) = 0xbf800000;
  *(undefined ***)(this + 0x1474) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x1478) = 0;
  *(undefined4 *)(this + 0x147c) = 0xbf800000;
  *(undefined ***)(this + 0x1480) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x1484) = 0;
  *(undefined4 *)(this + 0x1488) = 0xbf800000;
  *(undefined4 *)(this + 0x148c) = 0;
  *(undefined4 *)(this + 0x1490) = 0;
  *(undefined4 *)(this + 0x1494) = 0;
  *(undefined4 *)(this + 0x1498) = 0;
  *(undefined4 *)(this + 0x149c) = 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)