L L4D2node

CAbusiveBehaviorAwardTemplate::CAbusiveBehaviorAwardTemplate

0x0084b7f0 · 79 bytes · __thiscall

_ZN29CAbusiveBehaviorAwardTemplateC1Ei

Decompiled

undefined (2 params)

/* CAbusiveBehaviorAwardTemplate::CAbusiveBehaviorAwardTemplate(int) */

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

{
  CAbusiveBehaviorAwardTemplate *pCVar1;
  CAbusiveBehaviorAwardTemplate *pCVar2;
  
  CAwardTemplate::CAwardTemplate((CAwardTemplate *)this,param_1);
  *(undefined ***)this = &PTR__CAbusiveBehaviorAwardTemplate_00cd8608;
  pCVar1 = this + 0x10;
  do {
    *(undefined ***)pCVar1 = &PTR_NetworkStateChanged_00c23e10;
    pCVar2 = pCVar1 + 8;
    *(undefined4 *)(this + (int)(pCVar1 + (0x14 - (int)(this + 0x10)))) = 0xbf800000;
    pCVar1 = pCVar2;
  } while (pCVar2 != this + 0x110);
  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)