L L4D2node

CVersusRandom::CVersusRandom

0x006ebc60 · 199 bytes · __thiscall

_ZN13CVersusRandomC2Ev

Decompiled

undefined (1 param)

/* CVersusRandom::CVersusRandom() */

void __thiscall CVersusRandom::CVersusRandom(CVersusRandom *this)

{
  CVersusRandom *pCVar1;
  CVersusRandom *pCVar2;
  int iVar3;
  void *pvVar4;
  
  CBaseEntity::CBaseEntity((CBaseEntity *)this,true);
  *(undefined ***)this = &PTR__CVersusRandom_00c9bba8;
  pCVar1 = this + 0x440;
  do {
    *(undefined4 *)pCVar1 = 0;
    pCVar2 = pCVar1 + 0x18;
    *(undefined4 *)(this + (int)(pCVar1 + (0x44c - (int)(this + 0x440)))) = 0xffffffff;
    *(undefined4 *)(pCVar1 + 0x10) = 0;
    pCVar1 = pCVar2;
  } while (pCVar2 != this + 0x5c0);
  *(undefined4 *)(this + 0x60c) = 0;
  iVar3 = 0;
  *(undefined4 *)(this + 0x610) = 0;
  *(undefined4 *)(this + 0x600) = 0;
  do {
    *(undefined4 *)(this + iVar3 * 4 + 0x5c0) = 0xffffffff;
    iVar3 = iVar3 + 1;
  } while (iVar3 != 0x10);
  *(undefined4 *)(this + 0x608) = 8;
  pvVar4 = malloc(0x20);
  *(undefined4 *)(this + 0x618) = 0;
  *(void **)(this + 0x604) = pvVar4;
  *(void **)(this + 0x614) = pvVar4;
  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)