L L4D2node

CInferno::CInferno

0x008c6ff0 · 169 bytes · __thiscall

_ZN8CInfernoC2Ev

Decompiled

undefined (1 param)

/* CInferno::CInferno() */

void __thiscall CInferno::CInferno(CInferno *this)

{
  undefined4 uVar1;
  
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined ***)this = &PTR__CInferno_00ce8168;
  uVar1 = InfernoMaxFlames._28_4_;
  *(undefined ***)(this + 0xb68) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0xb6c) = 0;
  *(undefined4 *)(this + 0xb70) = 0xbf800000;
  *(undefined ***)(this + 0xb74) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0xb78) = 0;
  *(undefined4 *)(this + 0xb7c) = 0xbf800000;
  *(undefined ***)(this + 0xb98) = &PTR_NetworkStateChanged_00c23e10;
  *(undefined4 *)(this + 0xb9c) = 0xbf800000;
  *(undefined ***)(this + 0xba8) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0xbac) = 0;
  *(undefined4 *)(this + 0xbb0) = 0xbf800000;
  uVar1 = *(undefined4 *)(uVar1 + 0x30);
  *(undefined4 *)(this + 0xbb4) = 0;
  *(undefined4 *)(this + 0xba4) = uVar1;
  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)