L L4D2node

CItem::CItem

0x006e3f50 · 107 bytes · __thiscall

_ZN5CItemC1Ev

Decompiled

undefined (1 param)

/* CItem::CItem() */

void __thiscall CItem::CItem(CItem *this)

{
  CBaseAnimating::CBaseAnimating((CBaseAnimating *)this);
  *(undefined ***)this = &PTR__CItem_00c94a88;
  *(undefined ***)(this + 0x13f4) = &PTR_OnAttemptPhysGunPickup_00c94e50;
  *(undefined4 *)(this + 0x13f8) = 0;
  *(undefined4 *)(this + 0x1404) = 0xffffffff;
  *(undefined4 *)(this + 0x1408) = 0;
  *(undefined4 *)(this + 0x1414) = 0;
  *(undefined4 *)(this + 0x1420) = 0xffffffff;
  *(undefined4 *)(this + 0x1424) = 0;
  this[0x1410] = (CItem)0x0;
  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)