L L4D2node

CDirectorScavengeMode::CDirectorScavengeMode

0x008b28a0 · 142 bytes · __thiscall

_ZN21CDirectorScavengeModeC2Ev

Decompiled

undefined (1 param)

/* CDirectorScavengeMode::CDirectorScavengeMode() */

void __thiscall CDirectorScavengeMode::CDirectorScavengeMode(CDirectorScavengeMode *this)

{
  *(undefined ***)(this + 0x10) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0xbf800000;
  *(undefined ***)(this + 0x1c) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0xbf800000;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x3c) = 0;
  *(undefined4 *)(this + 0x40) = 0;
  *(undefined4 *)(this + 0x44) = 0;
  *(undefined4 *)(this + 0x48) = 0;
  *(undefined4 *)(this + 0x4c) = 0;
  *(undefined4 *)(this + 0x50) = 0;
  this[8] = (CDirectorScavengeMode)0x0;
  this[10] = (CDirectorScavengeMode)0x0;
  this[9] = (CDirectorScavengeMode)0x0;
  this[0xb] = (CDirectorScavengeMode)0x0;
  *this = (CDirectorScavengeMode)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)