L L4D2node

CSurvivorRescue::CSurvivorRescue

0x0096b570 · 230 bytes · __thiscall

_ZN15CSurvivorRescueC2Ev

Decompiled

undefined (1 param)

/* CSurvivorRescue::CSurvivorRescue() */

void __thiscall CSurvivorRescue::CSurvivorRescue(CSurvivorRescue *this)

{
  int *piVar1;
  
  CFlexExpresser::CFlexExpresser((CFlexExpresser *)this);
  *(undefined ***)this = &PTR__CSurvivorRescue_00d0db68;
  piVar1 = gameeventmanager;
  *(undefined4 *)(this + 0x1918) = 0x2a;
  *(undefined **)(this + 0x190c) = &DAT_00d0df4c;
  *(undefined ***)(this + 0x1914) = &PTR__CSurvivorRescue_00d0df60;
  *(undefined4 *)(this + 0x1920) = 0xffffffff;
  *(undefined ***)(this + 0x1924) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x1928) = 0;
  *(undefined4 *)(this + 0x192c) = 0xbf800000;
  *(undefined4 *)(this + 0x1944) = 0;
  *(undefined4 *)(this + 0x1948) = 0;
  *(undefined4 *)(this + 0x194c) = 0;
  *(undefined4 *)(this + 0x1950) = 0;
  *(undefined4 *)(this + 0x1954) = 0;
  *(undefined4 *)(this + 0x1938) = 0;
  *(undefined4 *)(this + 0x193c) = 0;
  *(undefined4 *)(this + 0x1940) = 0;
  this[0x191c] = (CSurvivorRescue)0x1;
                    /* try { // try from 0096b64b to 0096b64d has its CatchHandler @ 0096b656 */
  (**(code **)(*piVar1 + 0x10))(piVar1,this + 0x1914,"rescue_door_open",1);
  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)