L L4D2node

CSurvivorCamera::CSurvivorCamera

0x00a07040 · 92 bytes · __thiscall

_ZN15CSurvivorCameraC1Ev

Decompiled

undefined (1 param)

/* CSurvivorCamera::CSurvivorCamera() */

void __thiscall CSurvivorCamera::CSurvivorCamera(CSurvivorCamera *this)

{
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined4 *)(this + 0x464) = 0xffffffff;
  *(undefined ***)this = &PTR__CSurvivorCamera_00d1da88;
  *(undefined4 *)(this + 0x460) = 0x3f800000;
  *(undefined4 *)(this + 0x468) = 0xffffffff;
  *(undefined4 *)(this + 0x46c) = 0x42b40000;
  *(undefined4 *)(this + 0x470) = 0x3f800000;
  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)