L L4D2node

CInfectedZooMaker::CInfectedZooMaker

0x008d2590 · 141 bytes · __thiscall

_ZN17CInfectedZooMakerC1Ev

Decompiled

undefined (1 param)

/* CInfectedZooMaker::CInfectedZooMaker() */

void __thiscall CInfectedZooMaker::CInfectedZooMaker(CInfectedZooMaker *this)

{
  int iVar1;
  CInfectedZooMaker *pCVar2;
  
  pCVar2 = this;
  for (iVar1 = 0x110; iVar1 != 0; iVar1 = iVar1 + -1) {
    *(undefined4 *)pCVar2 = 0;
    pCVar2 = pCVar2 + 4;
  }
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined ***)this = &PTR__CInfectedZooMaker_00ceb488;
  *(undefined4 *)(this + 0x440) = 0;
  *(undefined4 *)(this + 0x444) = 0;
  *(undefined4 *)(this + 0x448) = 0;
  *(undefined4 *)(this + 0x44c) = 0;
  *(undefined4 *)(this + 0x450) = 0;
                    /* try { // try from 008d2610 to 008d2614 has its CatchHandler @ 008d261d */
  CUtlSymbolTable::CUtlSymbolTable((CUtlSymbolTable *)(this + 0x454),0,0x20,true);
  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)