L L4D2node

CDirectorSessionManager::CDirectorSessionManager

0x008bdd60 · 121 bytes · __thiscall

_ZN23CDirectorSessionManagerC2Ev

Decompiled

undefined (1 param)

/* CDirectorSessionManager::CDirectorSessionManager() */

void __thiscall CDirectorSessionManager::CDirectorSessionManager(CDirectorSessionManager *this)

{
  *(undefined ***)this = &PTR_OnServerShutdown_00ce62c8;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined ***)(this + 0x1c) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0xbf800000;
  *(undefined4 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x3c) = 0;
  *(undefined4 *)(this + 0x40) = 0;
  *(undefined4 *)(this + 0x44) = 0;
  *(undefined4 *)(this + 0x48) = 0;
  this[0x34] = (CDirectorSessionManager)0x1;
  this[0x35] = (CDirectorSessionManager)0x1;
  this[0x36] = (CDirectorSessionManager)0x0;
  this[0x37] = (CDirectorSessionManager)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)