L L4D2node

CInfoDirector::CInfoDirector

0x00874c30 · 319 bytes · __thiscall

_ZN13CInfoDirectorC2Ev

Decompiled

undefined (1 param)

/* CInfoDirector::CInfoDirector() */

void __thiscall CInfoDirector::CInfoDirector(CInfoDirector *this)

{
  CInfoDirector *pCVar1;
  CInfoDirector *pCVar2;
  
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined ***)this = &PTR__CInfoDirector_00ce11c8;
  *(undefined4 *)(this + 0x440) = 0;
  *(undefined4 *)(this + 0x44c) = 0xffffffff;
  *(undefined4 *)(this + 0x450) = 0;
  *(undefined4 *)(this + 0x458) = 0;
  *(undefined4 *)(this + 0x464) = 0xffffffff;
  *(undefined4 *)(this + 0x468) = 0;
  *(undefined4 *)(this + 0x470) = 0;
  *(undefined4 *)(this + 0x47c) = 0xffffffff;
  *(undefined4 *)(this + 0x480) = 0;
  *(undefined4 *)(this + 0x488) = 0;
  *(undefined4 *)(this + 0x494) = 0xffffffff;
  *(undefined4 *)(this + 0x498) = 0;
  *(undefined4 *)(this + 0x4a0) = 0;
  *(undefined4 *)(this + 0x4ac) = 0xffffffff;
  *(undefined4 *)(this + 0x4b0) = 0;
  *(undefined4 *)(this + 0x4b8) = 0;
  *(undefined4 *)(this + 0x4c4) = 0xffffffff;
  *(undefined4 *)(this + 0x4c8) = 0;
  *(undefined4 *)(this + 0x4d0) = 0;
  *(undefined4 *)(this + 0x4dc) = 0xffffffff;
  *(undefined4 *)(this + 0x4e0) = 0;
  *(undefined4 *)(this + 0x4e8) = 0;
  *(undefined4 *)(this + 0x4f4) = 0xffffffff;
  *(undefined4 *)(this + 0x4f8) = 0;
  *(undefined4 *)(this + 0x500) = 0;
  *(undefined4 *)(this + 0x50c) = 0xffffffff;
  *(undefined4 *)(this + 0x510) = 0;
  pCVar1 = this + 0x518;
  do {
    *(undefined4 *)pCVar1 = 0;
    pCVar2 = pCVar1 + 0x18;
    *(undefined4 *)(this + (int)(pCVar1 + (0x524 - (int)(this + 0x518)))) = 0xffffffff;
    *(undefined4 *)(pCVar1 + 0x10) = 0;
    pCVar1 = pCVar2;
  } while (pCVar2 != this + 0x578);
  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)