L L4D2node

CMapInfo::CMapInfo

0x008e8260 · 376 bytes · __thiscall

_ZN8CMapInfoC1Ev

Decompiled

undefined (1 param)

/* CMapInfo::CMapInfo() */

void __thiscall CMapInfo::CMapInfo(CMapInfo *this)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined ***)this = &PTR__CMapInfo_00cfa848;
  uVar2 = DirectorMolotovDensity._28_4_;
  *(undefined4 *)(this + 0x440) = *(undefined4 *)(DirectorPainPillDensity._28_4_ + 0x2c);
  uVar1 = DirectorAmmoDensity._28_4_;
  *(undefined4 *)(this + 0x444) = *(undefined4 *)(uVar2 + 0x2c);
  uVar2 = DirectorPipeBombDensity._28_4_;
  *(undefined4 *)(this + 0x448) = *(undefined4 *)(uVar1 + 0x2c);
  uVar1 = DirectorPistolDensity._28_4_;
  *(undefined4 *)(this + 0x44c) = *(undefined4 *)(uVar2 + 0x2c);
  uVar2 = DirectorGasCanDensity._28_4_;
  *(undefined4 *)(this + 0x450) = *(undefined4 *)(uVar1 + 0x2c);
  uVar1 = DirectorPropaneTankDensity._28_4_;
  *(undefined4 *)(this + 0x454) = *(undefined4 *)(uVar2 + 0x2c);
  uVar3 = DirectorOxygenTankDensity._28_4_;
  *(undefined4 *)(this + 0x458) = *(undefined4 *)(uVar1 + 0x2c);
  uVar2 = director_adrenaline_density._28_4_;
  *(undefined4 *)(this + 0x45c) = *(undefined4 *)(uVar3 + 0x2c);
  uVar1 = director_defibrillator_density._28_4_;
  *(undefined4 *)(this + 0x464) = *(undefined4 *)(uVar2 + 0x2c);
  uVar2 = director_melee_weapon_density._28_4_;
  *(undefined4 *)(this + 0x468) = *(undefined4 *)(uVar1 + 0x2c);
  *(undefined4 *)(this + 0x460) = *(undefined4 *)(uVar2 + 0x2c);
  uVar2 = director_upgradepack_density._28_4_;
  *(undefined4 *)(this + 0x46c) = *(undefined4 *)(director_vomitjar_density._28_4_ + 0x2c);
  uVar1 = director_super_weapon_density._28_4_;
  *(undefined4 *)(this + 0x470) = *(undefined4 *)(uVar2 + 0x2c);
  uVar2 = director_configurable_weapon_spawn_density._28_4_;
  *(undefined4 *)(this + 0x474) = *(undefined4 *)(uVar1 + 0x2c);
  uVar1 = director_weapon_cluster_range._28_4_;
  *(undefined4 *)(this + 0x478) = *(undefined4 *)(uVar2 + 0x2c);
  uVar3 = director_magnum_spawn_density._28_4_;
  *(undefined4 *)(this + 0x47c) = *(undefined4 *)(uVar1 + 0x2c);
  uVar2 = director_item_cluster_range._28_4_;
  *(undefined4 *)(this + 0x480) = *(undefined4 *)(uVar3 + 0x2c);
  uVar1 = director_finale_item_cluster_count._28_4_;
  *(undefined4 *)(this + 0x484) = *(undefined4 *)(uVar2 + 0x2c);
  *(undefined4 *)(this + 0x488) = *(undefined4 *)(uVar1 + 0x30);
  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)