L L4D2node

Vocalizer::Vocalizer

0x00a08da0 · 501 bytes · __thiscall

_ZN9VocalizerC1EP13CTerrorPlayer

Decompiled

undefined (2 params)

/* Vocalizer::Vocalizer(CTerrorPlayer*) */

void __thiscall Vocalizer::Vocalizer(Vocalizer *this,CTerrorPlayer *param_1)

{
  undefined4 uVar1;
  Vocalizer *pVVar2;
  Vocalizer *pVVar3;
  
  *(undefined ***)(this + 0x10) = &PTR_NetworkStateChanged_00c23e10;
  *(undefined4 *)(this + 0x14) = 0xbf800000;
  *(undefined ***)(this + 0x18) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0xbf800000;
  *(undefined ***)(this + 0x24) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x2c) = 0xbf800000;
  *(undefined ***)(this + 0x30) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x34) = 0;
  *(undefined4 *)(this + 0x38) = 0xbf800000;
  pVVar2 = this + 0x3c;
  do {
    *(undefined ***)pVVar2 = &PTR_NetworkStateChanged_00c23e10;
    pVVar3 = pVVar2 + 8;
    *(undefined4 *)(this + (int)(pVVar2 + (0x40 - (int)(this + 0x3c)))) = 0xbf800000;
    pVVar2 = pVVar3;
  } while (pVVar3 != this + 0x84);
  *(undefined ***)(this + 0xa8) = &PTR_NetworkStateChanged_00c0b6e0;
  uVar1 = vec3_origin;
  *(undefined4 *)(this + 0xac) = 0;
  *(undefined4 *)(this + 0xb0) = 0xbf800000;
  *(undefined ***)(this + 0xb4) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0xb8) = 0;
  *(undefined4 *)(this + 0xbc) = 0xbf800000;
  *(undefined ***)(this + 0xc0) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0xc4) = 0;
  *(undefined4 *)(this + 200) = 0xbf800000;
  *(undefined ***)(this + 0xcc) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0xd0) = 0;
  *(undefined4 *)(this + 0xd4) = 0xbf800000;
  *(undefined ***)(this + 0xd8) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0xdc) = 0;
  *(undefined4 *)(this + 0xe0) = 0xbf800000;
  *(undefined ***)(this + 0xe4) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0xe8) = 0;
  *(undefined4 *)(this + 0xec) = 0xbf800000;
  *(undefined4 *)(this + 0xf0) = 0xffffffff;
  *(undefined4 *)(this + 0xf4) = 0xffffffff;
  *(undefined4 *)(this + 0xf8) = 0xffffffff;
  *(undefined ***)(this + 0xfc) = &PTR_NetworkStateChanged_00c23e10;
  *(undefined4 *)(this + 0x100) = 0xbf800000;
  *(undefined ***)(this + 0x104) = &PTR_NetworkStateChanged_00c23e10;
  *(undefined4 *)(this + 0x108) = 0xbf800000;
  *(undefined ***)(this + 0x10c) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x110) = 0;
  *(undefined4 *)(this + 0x114) = 0xbf800000;
  *(undefined4 *)(this + 0x118) = 0xffffffff;
  *(undefined4 *)(this + 0x11c) = 0xffffffff;
  *(CTerrorPlayer **)this = param_1;
  *(undefined4 *)(this + 4) = uVar1;
  uVar1 = DAT_01053d4c;
  this[0x120] = (Vocalizer)0x0;
  *(undefined4 *)(this + 8) = uVar1;
  uVar1 = DAT_01053d50;
  this[0x121] = (Vocalizer)0x0;
  *(undefined4 *)(this + 0xc) = uVar1;
  *(undefined4 *)(this + 0x124) = 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)