L L4D2node

CLogicRelay::CLogicRelay

0x006ee460 · 108 bytes · __thiscall

_ZN11CLogicRelayC2Ev

Decompiled

undefined (1 param)

/* CLogicRelay::CLogicRelay() */

void __thiscall CLogicRelay::CLogicRelay(CLogicRelay *this)

{
  CBaseEntity::CBaseEntity((CBaseEntity *)this,true);
  *(undefined ***)this = &PTR__CLogicRelay_00c9bfa8;
  *(undefined4 *)(this + 0x440) = 0;
  *(undefined4 *)(this + 0x44c) = 0xffffffff;
  *(undefined4 *)(this + 0x450) = 0;
  *(undefined4 *)(this + 0x458) = 0;
  *(undefined4 *)(this + 0x464) = 0xffffffff;
  *(undefined4 *)(this + 0x468) = 0;
  *(undefined4 *)(this + 0x470) = 0xffffffff;
  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)