L L4D2node

InfectedAlert::InfectedAlert

0x00a19ab0 · 233 bytes · __thiscall

_ZN13InfectedAlertC1ERK6VectorNS_14AlertCauseTypeE

Decompiled

undefined (3 params)

/* InfectedAlert::InfectedAlert(Vector const&, InfectedAlert::AlertCauseType) */

void __thiscall
InfectedAlert::InfectedAlert(InfectedAlert *this,undefined4 *param_1,undefined4 param_3)

{
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 8) = 0;
  this[0x30] = (InfectedAlert)0x0;
  this[0x31] = (InfectedAlert)0x0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined ***)this = &PTR__InfectedAlert_00d21d28;
  *(undefined ***)(this + 4) = &PTR__InfectedAlert_00d21e8c;
  *(undefined ***)(this + 0x44) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x48) = 0;
  *(undefined4 *)(this + 0x4c) = 0xbf800000;
  *(undefined ***)(this + 0x50) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x54) = 0;
  *(undefined4 *)(this + 0x58) = 0xbf800000;
  *(undefined ***)(this + 0x5c) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x60) = 0;
  *(undefined4 *)(this + 100) = 0xbf800000;
  *(undefined ***)(this + 0x68) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x6c) = 0;
  *(undefined4 *)(this + 0x70) = 0xbf800000;
  *(undefined ***)(this + 0x74) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x78) = 0;
  *(undefined4 *)(this + 0x7c) = 0xbf800000;
  *(undefined4 *)(this + 0x34) = *param_1;
  *(undefined4 *)(this + 0x38) = param_1[1];
  *(undefined4 *)(this + 0x3c) = param_1[2];
  *(undefined4 *)(this + 0x40) = param_3;
  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)