L L4D2node

InfectedBlinded::InfectedBlinded

0x00a31960 · 156 bytes · __thiscall

_ZN15InfectedBlindedC2EP6ActionI8InfectedEPKc

Decompiled

undefined (3 params)

/* InfectedBlinded::InfectedBlinded(Action<Infected>*, char const*) */

void __thiscall
InfectedBlinded::InfectedBlinded(InfectedBlinded *this,Action *param_1,char *param_2)

{
  *(undefined4 *)(this + 0x20) = 0;
  *(Action **)(this + 0x34) = param_1;
  *(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] = (InfectedBlinded)0x0;
  this[0x31] = (InfectedBlinded)0x0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined ***)this = &PTR__InfectedBlinded_00d23a68;
  *(undefined ***)(this + 4) = &PTR__InfectedBlinded_00d23bcc;
  *(undefined ***)(this + 0x40) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x44) = 0;
  *(undefined4 *)(this + 0x48) = 0xbf800000;
  *(undefined ***)(this + 0x4c) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x50) = 0;
  *(undefined4 *)(this + 0x54) = 0xbf800000;
  *(char **)(this + 0x38) = param_2;
  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)