L L4D2node

CInfectedAnimationLayer::CInfectedAnimationLayer

0x00a0dc20 · 92 bytes · __thiscall

_ZN23CInfectedAnimationLayerC2Ev

Decompiled

undefined (1 param)

/* CInfectedAnimationLayer::CInfectedAnimationLayer() */

void __thiscall CInfectedAnimationLayer::CInfectedAnimationLayer(CInfectedAnimationLayer *this)

{
  *(undefined ***)this = &PTR_NetworkStateChanged_00d20e40;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 6;
  NetworkStateChanged(this);
  this[0x10] = (CInfectedAnimationLayer)0x0;
  (**(code **)(*(int *)this + 4))(this,this + 0x10);
  *(undefined4 *)(this + 0x14) = 0;
  Reset(this);
  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)