L L4D2node

CPhysicsNPCSolver::CPhysicsNPCSolver

0x007939f0 · 85 bytes · __thiscall

_ZN17CPhysicsNPCSolverC1Ev

Decompiled

undefined (1 param)

/* CPhysicsNPCSolver::CPhysicsNPCSolver() */

void __thiscall CPhysicsNPCSolver::CPhysicsNPCSolver(CPhysicsNPCSolver *this)

{
  undefined4 uVar1;
  
  CBaseEntity::CBaseEntity((CBaseEntity *)this,true);
  *(undefined ***)this = &PTR__CPhysicsNPCSolver_00cb27e8;
  *(undefined **)(this + 0x440) = &DAT_00cb2b18;
  uVar1 = CEntityClassList<CPhysicsNPCSolver>::m_pClassList;
  *(undefined4 *)(this + 0x448) = 0xffffffff;
  *(undefined4 *)(this + 0x44c) = 0xffffffff;
  CEntityClassList<CPhysicsNPCSolver>::m_pClassList = this;
  *(undefined4 *)(this + 0x444) = uVar1;
  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)