L L4D2node

CFlexExpresser::CreateExpresser

0x008cff20 · 92 bytes · __thiscall

_ZN14CFlexExpresser15CreateExpresserEv

Decompiled

undefined (1 param)

/* CFlexExpresser::CreateExpresser() */

undefined4 __thiscall CFlexExpresser::CreateExpresser(CFlexExpresser *this)

{
  CAI_Expresser *this_00;
  
  this_00 = ::operator_new(0x50);
                    /* try { // try from 008cff40 to 008cff44 has its CatchHandler @ 008cff7c */
  CAI_Expresser::CAI_Expresser(this_00,(CBaseFlex *)this);
  *(undefined ***)this_00 = &PTR_IsValidResponse_00c57528;
  *(undefined4 *)(this_00 + 0x44) = 0;
  *(undefined4 *)(this_00 + 0x48) = 3;
  *(undefined4 *)(this_00 + 0x4c) = 0xffffffff;
  *(CAI_Expresser **)(this + 0x1908) = this_00;
  *(CFlexExpresser **)(this_00 + 4) = this + 0x190c;
  return *(undefined4 *)(this + 0x1908);
}

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)