L L4D2node

PathFollower::PathFollower

0x00762b40 · 159 bytes · __thiscall

_ZN12PathFollowerC2Ev

Decompiled

undefined (1 param)

/* PathFollower::PathFollower() */

void __thiscall PathFollower::PathFollower(PathFollower *this)

{
  Path::Path((Path *)this);
  *(undefined ***)this = &PTR__PathFollower_00caa9a8;
  *(undefined ***)(this + 0x4764) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x4768) = 0;
  *(undefined4 *)(this + 0x476c) = 0xbf800000;
  *(undefined ***)(this + 0x4770) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x4774) = 0;
  *(undefined4 *)(this + 0x4778) = 0xbf800000;
  *(undefined ***)(this + 0x4780) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x4784) = 0;
  *(undefined4 *)(this + 0x4788) = 0xbf800000;
  *(undefined4 *)(this + 0x4758) = 0;
  this[0x478c] = (PathFollower)0x0;
  *(undefined4 *)(this + 0x477c) = 0xffffffff;
  *(undefined4 *)(this + 0x475c) = 0xbf800000;
  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)