L L4D2node

CAbandonmentAwardTemplate::CAbandonmentAwardTemplate

0x0084a4a0 · 113 bytes · __thiscall

_ZN25CAbandonmentAwardTemplateC1Ei

Decompiled

undefined (2 params)

/* CAbandonmentAwardTemplate::CAbandonmentAwardTemplate(int) */

void __thiscall
CAbandonmentAwardTemplate::CAbandonmentAwardTemplate(CAbandonmentAwardTemplate *this,int param_1)

{
  CAwardTemplate::CAwardTemplate((CAwardTemplate *)this,param_1);
  *(undefined2 *)(this + 0x26) = 0xffff;
  *(undefined2 *)(this + 0x20) = 0xffff;
  *(undefined2 *)(this + 0x22) = 0;
  *(undefined ***)this = &PTR__CAbandonmentAwardTemplate_00cd85a8;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined2 *)(this + 0x1c) = 0xffff;
  *(undefined2 *)(this + 0x1e) = 0xffff;
  *(undefined2 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 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)