L L4D2node

CHLTVDirector::CHLTVDirector

0x006dafa0 · 200 bytes · __thiscall

_ZN13CHLTVDirectorC2Ev

Decompiled

undefined (1 param)

/* CHLTVDirector::CHLTVDirector() */

void __thiscall CHLTVDirector::CHLTVDirector(CHLTVDirector *this)

{
  *(undefined2 *)(this + 0x1e0) = 0xffff;
  *(undefined2 *)(this + 0x1e2) = 0;
  this[8] = (CHLTVDirector)0x0;
  *(undefined4 *)(this + 4) = 0x2a;
  *(undefined ***)this = &PTR__CHLTVDirector_00c93bc8;
  *(undefined ***)(this + 0xc) = &PTR_Name_00c93c58;
  *(undefined ***)(this + 0x10) = &PTR__CHLTVDirector_00c93ca4;
  *(undefined4 *)(this + 0x1d4) = 0;
  *(undefined4 *)(this + 0x1d8) = 0;
  *(undefined4 *)(this + 0x1dc) = 0;
  *(undefined2 *)(this + 0x1e4) = 0xffff;
  *(undefined2 *)(this + 0x1e6) = 0xffff;
  *(undefined4 *)(this + 0x1e8) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x18) = 0x41f00000;
  *(undefined4 *)(this + 0x3c) = 1;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x44) = 0;
  *(code **)(this + 0x1d0) = GameEventLessFunc;
  *(undefined4 *)(this + 0x40) = 0;
  *(undefined4 *)(this + 0x1cc) = 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)