L L4D2node

CWitchSlayerAwardTemplate::CWitchSlayerAwardTemplate

0x00862ae0 · 71 bytes · __thiscall

_ZN25CWitchSlayerAwardTemplateC2Ei

Decompiled

undefined (2 params)

/* CWitchSlayerAwardTemplate::CWitchSlayerAwardTemplate(int) */

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

{
  CAwardTemplate::CAwardTemplate((CAwardTemplate *)this,param_1);
  *(undefined ***)this = &PTR__CWitchSlayerAwardTemplate_00cd9ee8;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  this[0x18] = (CWitchSlayerAwardTemplate)0x0;
  this[0x19] = (CWitchSlayerAwardTemplate)0x1;
  this[0x1a] = (CWitchSlayerAwardTemplate)0x0;
  this[0x1c] = (CWitchSlayerAwardTemplate)0x0;
  this[0x1b] = (CWitchSlayerAwardTemplate)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)