L L4D2node

CDirectorScriptedEventManager::CDirectorScriptedEventManager

0x008b5610 · 304 bytes · __thiscall

_ZN29CDirectorScriptedEventManagerC2Ev

Decompiled

undefined (1 param)

/* CDirectorScriptedEventManager::CDirectorScriptedEventManager() */

void __thiscall
CDirectorScriptedEventManager::CDirectorScriptedEventManager(CDirectorScriptedEventManager *this)

{
  *(undefined ***)(this + 0x90) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x94) = 0;
  *(undefined4 *)(this + 0x98) = 0xbf800000;
  *(undefined ***)(this + 0xa4) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0xa8) = 0;
  *(undefined4 *)(this + 0xac) = 0xbf800000;
  *(undefined ***)(this + 0xb0) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0xb4) = 0;
  *(undefined4 *)(this + 0xb8) = 0xbf800000;
  *(undefined ***)(this + 0xbc) = &PTR_NetworkStateChanged_00c23e10;
  *(undefined4 *)(this + 0xc0) = 0xbf800000;
  *(undefined ***)(this + 0xc4) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 200) = 0;
  *(undefined4 *)(this + 0xcc) = 0xbf800000;
  *(undefined ***)(this + 0xd4) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0xd8) = 0;
  *(undefined4 *)(this + 0xdc) = 0xbf800000;
  *(undefined ***)(this + 0xf4) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0xf8) = 0;
  *(undefined4 *)(this + 0xfc) = 0xbf800000;
  *(undefined ***)(this + 0x104) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x108) = 0;
  *(undefined4 *)(this + 0x10c) = 0xbf800000;
  *(undefined ***)(this + 0x11c) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x120) = 0;
  *(undefined4 *)(this + 0x124) = 0xbf800000;
  *(undefined ***)(this + 300) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x130) = 0;
  *(undefined4 *)(this + 0x134) = 0xbf800000;
  *(undefined ***)(this + 0x144) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x148) = 0;
  *(undefined4 *)(this + 0x14c) = 0xbf800000;
  this[0xf0] = (CDirectorScriptedEventManager)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)