L L4D2node

CCheckpointCompleteAwardTemplate::CCheckpointCompleteAwardTemplate

0x0084ccc0 · 89 bytes · __thiscall

_ZN32CCheckpointCompleteAwardTemplateC2Ei

Decompiled

undefined (2 params)

/* CCheckpointCompleteAwardTemplate::CCheckpointCompleteAwardTemplate(int) */

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

{
  CAwardTemplate::CAwardTemplate((CAwardTemplate *)this,param_1);
  *(undefined ***)this = &PTR__CCheckpointCompleteAwardTemplate_00cd8788;
  this[0x10] = (CCheckpointCompleteAwardTemplate)0x0;
  this[0x11] = (CCheckpointCompleteAwardTemplate)0x0;
  this[0x12] = (CCheckpointCompleteAwardTemplate)0x0;
  this[0x13] = (CCheckpointCompleteAwardTemplate)0x0;
  this[0x14] = (CCheckpointCompleteAwardTemplate)0x0;
  this[0x15] = (CCheckpointCompleteAwardTemplate)0x0;
  this[0x16] = (CCheckpointCompleteAwardTemplate)0x0;
  this[0x17] = (CCheckpointCompleteAwardTemplate)0x0;
  this[0x18] = (CCheckpointCompleteAwardTemplate)0x0;
  this[0x19] = (CCheckpointCompleteAwardTemplate)0x0;
  this[0x1a] = (CCheckpointCompleteAwardTemplate)0x0;
  this[0x1b] = (CCheckpointCompleteAwardTemplate)0x0;
  this[0x1c] = (CCheckpointCompleteAwardTemplate)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)