L L4D2node

PlayerReport::PlayerReport

0x008fe130 · 575 bytes · __thiscall

_ZN12PlayerReportC2Eiii

Decompiled

undefined (4 params)

/* PlayerReport::PlayerReport(int, int, int) */

void __thiscall PlayerReport::PlayerReport(PlayerReport *this,int param_1,int param_2,int param_3)

{
  CAwardPool *this_00;
  char cVar1;
  PlayerReport *pPVar2;
  PlayerReport *pPVar3;
  int iVar4;
  
  *(undefined4 *)(this + 0x2c0) = 0;
  *(undefined4 *)(this + 0x2c4) = 0;
  *(undefined4 *)(this + 0x2c8) = 0;
  *(undefined4 *)(this + 0x2cc) = 0;
  *(undefined4 *)(this + 0x2d0) = 0;
  *(undefined4 *)(this + 0x2d4) = 0;
  pPVar2 = this + 0x2d8;
  do {
    *(undefined4 *)pPVar2 = 0;
    pPVar3 = pPVar2 + 8;
    *(undefined4 *)(pPVar2 + 4) = 0;
    pPVar2 = pPVar3;
  } while (pPVar3 != this + 800);
  *(undefined2 *)(this + 0x37a) = 0xffff;
  *(undefined2 *)(this + 0x374) = 0xffff;
  *(undefined2 *)(this + 0x376) = 0;
  *(undefined2 *)(this + 0x378) = 0;
  *(undefined4 *)(this + 800) = 0;
  *(undefined4 *)(this + 0x324) = 0;
  *(undefined4 *)(this + 0x364) = 0;
  *(int *)(this + 4) = param_2;
  *(undefined4 *)(this + 0x368) = 0;
  *(undefined4 *)(this + 0x36c) = 0;
  *(undefined2 *)(this + 0x370) = 0xffff;
  *(int *)(this + 0xc) = param_3;
  iVar4 = 0;
  *(undefined2 *)(this + 0x372) = 0xffff;
  *(undefined4 *)(this + 0x37c) = 0;
  *(int *)this = param_1;
  this[8] = (PlayerReport)0x0;
  this[0x10] = (PlayerReport)0x0;
  this[0x11] = (PlayerReport)0x0;
  do {
    *(undefined4 *)(this + iVar4 * 4 + 0x14) = 0;
    *(undefined4 *)(this + iVar4 * 4 + 0x290) = 0;
    iVar4 = iVar4 + 1;
  } while (iVar4 != 9);
  *(undefined4 *)(this + 0x38) = 0;
  iVar4 = 0;
  do {
    *(undefined4 *)(this + iVar4 * 4 + 0x3c) = 0;
    iVar4 = iVar4 + 1;
  } while (iVar4 != 0x95);
  *(undefined4 *)(this + 0x2b8) = 0;
  this_00 = TheAwardPool;
  *(undefined4 *)(this + 700) = 0;
  *(undefined4 *)(this + 0x328) = 0;
  *(undefined4 *)(this + 0x32c) = 0;
  *(undefined4 *)(this + 0x330) = 0;
  *(undefined4 *)(this + 0x334) = 0;
  *(undefined4 *)(this + 0x338) = 0;
  *(undefined4 *)(this + 0x33c) = 0;
  *(undefined4 *)(this + 0x340) = 0;
  *(undefined4 *)(this + 0x344) = 0;
  *(undefined4 *)(this + 0x348) = 0;
  *(undefined4 *)(this + 0x34c) = 0;
  *(undefined4 *)(this + 0x350) = 0;
  *(undefined4 *)(this + 0x354) = 0;
  *(undefined4 *)(this + 0x358) = 0;
  *(undefined4 *)(this + 0x35c) = 0;
  *(undefined4 *)(this + 0x360) = 0;
  *(undefined4 *)(this + 0x380) = 0xffffffff;
  if (this_00 != (CAwardPool *)0x0) {
                    /* try { // try from 008fe348 to 008fe34c has its CatchHandler @ 008fe36f */
    cVar1 = CAwardPool::CreateTemplatesForPlayer(this_00,param_1,(CUtlLinkedList *)(this + 0x364));
    if (cVar1 != '\0') {
      *(undefined4 *)(this + 0x380) = *(undefined4 *)(this + 0xc);
    }
  }
  this[900] = (PlayerReport)0x0;
  this[0x385] = (PlayerReport)0x0;
  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)