L L4D2node

CDirectorVersusMode::CDirectorVersusMode

0x008c3430 · 75 bytes · __thiscall

_ZN19CDirectorVersusModeC1Ev

Decompiled

undefined (1 param)

/* CDirectorVersusMode::CDirectorVersusMode() */

void __thiscall CDirectorVersusMode::CDirectorVersusMode(CDirectorVersusMode *this)

{
  *(undefined ***)this = &PTR_ShouldReselectCustomFinale_00ce78f8;
  *(undefined ***)(this + 0x1c) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0xbf800000;
  *(undefined ***)(this + 0x50) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x54) = 0;
  *(undefined4 *)(this + 0x58) = 0xbf800000;
  this[4] = (CDirectorVersusMode)0x0;
  this[5] = (CDirectorVersusMode)0x0;
  this[6] = (CDirectorVersusMode)0x0;
  this[0x18] = (CDirectorVersusMode)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)