L L4D2node

CFishPool::CFishPool

0x006a6940 · 516 bytes · __thiscall

_ZN9CFishPoolC2Ev

Decompiled

undefined (1 param)

/* CFishPool::CFishPool() */

void __thiscall CFishPool::CFishPool(CFishPool *this)

{
  CFishPool *pCVar1;
  int *piVar2;
  longdouble lVar3;
  
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  this[0x448] = (CFishPool)0x0;
  *(undefined4 *)(this + 0x444) = 0x2a;
  *(undefined ***)this = &PTR__CFishPool_00c879c8;
  *(undefined ***)(this + 0x440) = &PTR__CFishPool_00c87cf8;
  *(undefined4 *)(this + 0x460) = 0;
  *(undefined4 *)(this + 0x464) = 0;
  *(undefined4 *)(this + 0x468) = 0;
  *(undefined4 *)(this + 0x46c) = 0;
  *(undefined4 *)(this + 0x470) = 0;
  *(undefined ***)(this + 0x474) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x478) = 0;
  *(undefined4 *)(this + 0x47c) = 0xbf800000;
  *(undefined4 *)(this + 0x44c) = 0;
  *(undefined4 *)(this + 0x450) = 0x437f0000;
  *(undefined4 *)(this + 0x454) = 0;
  this[0x45c] = (CFishPool)0x0;
                    /* try { // try from 006a6a0a to 006a6b3a has its CatchHandler @ 006a6b4d */
  lVar3 = (longdouble)CountdownTimer::Now();
  if ((float)lVar3 + 0.5 != *(float *)(this + 0x47c)) {
    (**(code **)(*(int *)(this + 0x474) + 4))(this + 0x474,this + 0x47c);
    *(float *)(this + 0x47c) = (float)lVar3 + 0.5;
  }
  if (*(float *)(this + 0x478) != 0.5) {
    (**(code **)(*(int *)(this + 0x474) + 4))(this + 0x474,this + 0x478);
    *(undefined4 *)(this + 0x478) = 0x3f000000;
  }
  piVar2 = gameeventmanager;
  this[0x448] = (CFishPool)0x1;
  pCVar1 = this + 0x440;
  (**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"player_shoot",1);
  piVar2 = gameeventmanager;
  this[0x448] = (CFishPool)0x1;
  (**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"player_footstep",1);
  piVar2 = gameeventmanager;
  this[0x448] = (CFishPool)0x1;
  (**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"weapon_fire",1);
  piVar2 = gameeventmanager;
  this[0x448] = (CFishPool)0x1;
  (**(code **)(*piVar2 + 0x10))(piVar2,pCVar1,"hegrenade_detonate",1);
  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)