L L4D2node

FloodSelectCollector::FloodSelectCollector

0x00976900 · 68 bytes · __thiscall

_ZN20FloodSelectCollectorC1EP13TerrorNavAreajjjfff

Decompiled

undefined (8 params)

/* FloodSelectCollector::FloodSelectCollector(TerrorNavArea*, unsigned int, unsigned int, unsigned
   int, float, float, float) */

void __thiscall
FloodSelectCollector::FloodSelectCollector
          (FloodSelectCollector *this,TerrorNavArea *param_1,uint param_2,uint param_3,uint param_4,
          float param_5,float param_6,float param_7)

{
  *(float *)(this + 0x10) = param_5;
  *(TerrorNavArea **)this = param_1;
  *(float *)(this + 0x14) = param_6;
  *(undefined4 *)(this + 0x1c) = 0;
  *(float *)(this + 0x18) = param_7;
  *(uint *)(this + 8) = param_2;
  *(uint *)(this + 0xc) = param_3;
  *(uint *)(this + 4) = param_4;
  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)