L L4D2node

CL4DGameStats::CL4DGameStats

0x008e3250 · 524 bytes · __thiscall

_ZN13CL4DGameStatsC1Ev

Decompiled

undefined (1 param)

/* CL4DGameStats::CL4DGameStats() */

void __thiscall CL4DGameStats::CL4DGameStats(CL4DGameStats *this)

{
  CL4DGameStats *pCVar1;
  CL4DGameStats *pCVar2;
  CL4DGameStats *pCVar3;
  
  CBaseGameStats::CBaseGameStats((CBaseGameStats *)this);
  *(undefined ***)(this + 0x58) = &PTR__CGameEventListener_00bfb6e8;
  this[0x60] = (CL4DGameStats)0x0;
  *(undefined4 *)(this + 0x5c) = 0x2a;
                    /* try { // try from 008e3284 to 008e3288 has its CatchHandler @ 008e345c */
  CAutoGameSystem::CAutoGameSystem((CAutoGameSystem *)(this + 100),(char *)0x0);
  *(undefined ***)this = &PTR_UseOldFormat_00cfa068;
  *(undefined ***)(this + 0x58) = &PTR__CL4DGameStats_00cfa154;
  *(undefined ***)(this + 100) = &PTR_Name_00cfa16c;
  pCVar3 = this + 0x7c;
  do {
    *(undefined4 *)pCVar3 = 0;
    pCVar1 = pCVar3 + 0x14;
    *(undefined4 *)(pCVar3 + 4) = 0;
    *(undefined4 *)(pCVar3 + 8) = 0;
    *(undefined4 *)(pCVar3 + 0xc) = 0;
    *(undefined4 *)(pCVar3 + 0x10) = 0;
    pCVar3 = pCVar1;
  } while (pCVar1 != this + 0x388);
  *(undefined2 *)(this + 0x398) = 0xffff;
  *(undefined2 *)(this + 0x39a) = 0;
  *(undefined2 *)(this + 0x39c) = 0;
  *(undefined2 *)(this + 0x39e) = 0xffff;
  *(undefined4 *)(this + 0x388) = 0;
  *(undefined4 *)(this + 0x38c) = 0;
  *(undefined4 *)(this + 0x390) = 0;
  *(undefined2 *)(this + 0x394) = 0xffff;
  *(undefined2 *)(this + 0x396) = 0xffff;
  *(undefined4 *)(this + 0x3a0) = 0;
  L4D_Map_Stat_Data::L4D_Map_Stat_Data((L4D_Map_Stat_Data *)(this + 0x3a4));
  *(undefined4 *)(this + 0x488) = 0;
  *(undefined4 *)(this + 0x48c) = 0;
  pCVar3 = this + 0x5ec;
  *(undefined4 *)(this + 0x490) = 0;
  *(undefined4 *)(this + 0x494) = 0;
  *(undefined4 *)(this + 0x498) = 0;
  *(undefined4 *)(this + 0x49c) = 0;
  *(undefined4 *)(this + 0x4a0) = 0;
  *(undefined4 *)(this + 0x4a4) = 0;
  *(undefined4 *)(this + 0x4a8) = 0;
  *(undefined4 *)(this + 0x4ac) = 0;
  *(undefined4 *)(this + 0x4b0) = 0;
  *(undefined4 *)(this + 0x4b4) = 0;
  *(undefined4 *)(this + 0x4b8) = 0;
  *(undefined4 *)(this + 0x4bc) = 0;
  *(undefined4 *)(this + 0x4c0) = 0;
  *(undefined ***)(this + 0x4c4) = &PTR_NetworkStateChanged_00c23e10;
  *(undefined4 *)(this + 0x4c8) = 0xbf800000;
  do {
    pCVar1 = pCVar3 + 0x30c;
    pCVar2 = pCVar3;
    do {
      *(undefined4 *)pCVar2 = 0;
      pCVar3 = pCVar2 + 0x14;
      *(undefined4 *)(pCVar2 + 4) = 0;
      *(undefined4 *)(pCVar2 + 8) = 0;
      *(undefined4 *)(pCVar2 + 0xc) = 0;
      *(undefined4 *)(pCVar2 + 0x10) = 0;
      pCVar2 = pCVar3;
    } while (pCVar3 != pCVar1);
  } while (pCVar3 != this + 0x676c);
  Clear(this);
  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)