L L4D2node

SurvivorDislodgeVictim::SurvivorDislodgeVictim

0x0092af90 · 54 bytes · __thiscall

_ZN22SurvivorDislodgeVictimC1EP11CBaseEntityb

Decompiled

undefined (3 params)

/* SurvivorDislodgeVictim::SurvivorDislodgeVictim(CBaseEntity*, bool) */

void __thiscall
SurvivorDislodgeVictim::SurvivorDislodgeVictim
          (SurvivorDislodgeVictim *this,CBaseEntity *param_1,bool param_2)

{
  SurvivorUseObject::SurvivorUseObject((SurvivorUseObject *)this,param_1);
  *(undefined ***)this = &PTR__SurvivorDislodgeVictim_00d05148;
  *(undefined ***)(this + 4) = &PTR__SurvivorDislodgeVictim_00d052cc;
  this[0x68] = (SurvivorDislodgeVictim)param_2;
  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)