L L4D2node

CDynamicProp::CDynamicProp

0x007eeec0 · 220 bytes · __thiscall

_ZN12CDynamicPropC2Ev

Decompiled

undefined (1 param)

/* CDynamicProp::CDynamicProp() */

void __thiscall CDynamicProp::CDynamicProp(CDynamicProp *this)

{
  char cVar1;
  
  CBreakableProp::CBreakableProp((CBreakableProp *)this);
  *(undefined ***)this = &PTR__CDynamicProp_00cc3888;
  *(undefined ***)(this + 0x13f4) = &PTR_SetDmgModBullet_00cc3d04;
  *(undefined ***)(this + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00cc3da8;
  *(undefined **)(this + 0x154c) = &DAT_00cc3dd8;
  *(undefined4 *)(this + 0x1550) = 0;
  *(undefined4 *)(this + 0x155c) = 0xffffffff;
  *(undefined4 *)(this + 0x1560) = 0;
  *(undefined4 *)(this + 0x1568) = 0;
  *(undefined4 *)(this + 0x1574) = 0xffffffff;
  *(undefined4 *)(this + 0x1578) = 0;
                    /* try { // try from 007eef3d to 007eef41 has its CatchHandler @ 007eefe4 */
  CBoneFollowerManager::CBoneFollowerManager((CBoneFollowerManager *)(this + 0x15a4));
  *(undefined4 *)(this + 0x15c8) = 0;
  *(undefined2 *)(this + 0x159c) = 0xffff;
                    /* try { // try from 007eef62 to 007eef9f has its CatchHandler @ 007eefa2 */
  cVar1 = (**(code **)(*g_pGameRules + 0x88))(g_pGameRules);
  if (cVar1 != '\0') {
    CBaseAnimating::UseClientSideAnimation((CBaseAnimating *)this);
  }
  *(undefined4 *)(this + 0x1584) = 0xffffffff;
  *(undefined4 *)(this + 0x15bc) = 0;
  *(undefined4 *)(this + 0x15c4) = 0;
  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)