L L4D2node

CVomitHitAwardTemplate::CVomitHitAwardTemplate

0x00860ee0 · 65 bytes · __thiscall

_ZN22CVomitHitAwardTemplateC1Ei

Decompiled

undefined (2 params)

/* CVomitHitAwardTemplate::CVomitHitAwardTemplate(int) */

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

{
  CAwardTemplate::CAwardTemplate((CAwardTemplate *)this,param_1);
  *(undefined ***)this = &PTR__CVomitHitAwardTemplate_00cd9ce8;
  *(undefined ***)(this + 0x14) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0xbf800000;
  *(undefined4 *)(this + 0x10) = 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)