L L4D2node

CFuelBarrelProp::CFuelBarrelProp

0x009047f0 · 150 bytes · __thiscall

_ZN15CFuelBarrelPropC1Ev

Decompiled

undefined (1 param)

/* CFuelBarrelProp::CFuelBarrelProp() */

void __thiscall CFuelBarrelProp::CFuelBarrelProp(CFuelBarrelProp *this)

{
  CPhysicsProp::CPhysicsProp((CPhysicsProp *)this);
  *(undefined ***)this = &PTR__CFuelBarrelProp_00cfed48;
  *(undefined ***)(this + 0x13f4) = &PTR_SetDmgModBullet_00cff1d4;
  *(undefined ***)(this + 0x13f8) = &PTR_OnAttemptPhysGunPickup_00cff278;
  *(undefined ***)(this + 0x154c) = &PTR_IsPotentiallyAbleToObstructNavAreas_00cff2a8;
  *(undefined4 *)(this + 0x16ac) = 0xffffffff;
  *(undefined4 *)(this + 0x1688) = 0;
  *(undefined4 *)(this + 0x168c) = 0;
  *(undefined4 *)(this + 0x1690) = 0;
  *(undefined4 *)(this + 0x1694) = 0;
  *(undefined4 *)(this + 0x1698) = 0;
  *(undefined4 *)(this + 0x169c) = 0;
  *(undefined4 *)(this + 0x16a0) = 0;
  *(undefined4 *)(this + 0x16a4) = 0;
  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)