L L4D2node

CKeepUpright::CKeepUpright

0x007a50b0 · 75 bytes · __thiscall

_ZN12CKeepUprightC1Ev

Decompiled

undefined (1 param)

/* CKeepUpright::CKeepUpright() */

void __thiscall CKeepUpright::CKeepUpright(CKeepUpright *this)

{
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined ***)this = &PTR__CKeepUpright_00cb7c68;
  *(undefined **)(this + 0x440) = &DAT_00cb7f98;
  *(undefined4 *)(this + 0x464) = 0xffffffff;
  *(undefined4 *)(this + 0x468) = 0x41700000;
  this[0x46d] = (CKeepUpright)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)