L L4D2node

JockeyAssault::JockeyAssault

0x00aa5a30 · 309 bytes · __thiscall

_ZN13JockeyAssaultC1Ev

Decompiled

undefined (1 param)

/* JockeyAssault::JockeyAssault() */

void __thiscall JockeyAssault::JockeyAssault(JockeyAssault *this)

{
  *(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] = (JockeyAssault)0x0;
  this[0x31] = (JockeyAssault)0x0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined ***)this = &PTR__JockeyAssault_00d33048;
  *(undefined ***)(this + 4) = &PTR__JockeyAssault_00d331ac;
  *(undefined4 *)(this + 0x3c) = 0xffffffff;
                    /* try { // try from 00aa5aa4 to 00aa5aa8 has its CatchHandler @ 00aa5b65 */
  PathFollower::PathFollower((PathFollower *)(this + 0x40));
  *(undefined ***)(this + 0x40) = &PTR__ChasePath_00bfaa48;
  *(undefined ***)(this + 0x4820) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x4824) = 0;
  *(undefined4 *)(this + 0x4828) = 0xbf800000;
  *(undefined ***)(this + 0x482c) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x4830) = 0;
  *(undefined4 *)(this + 0x4834) = 0xbf800000;
  *(undefined ***)(this + 0x4838) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x483c) = 0;
  *(undefined4 *)(this + 0x4840) = 0xbf800000;
  *(undefined4 *)(this + 0x4844) = 0xffffffff;
  *(undefined4 *)(this + 0x4848) = 0;
                    /* try { // try from 00aa5b29 to 00aa5b2d has its CatchHandler @ 00aa5b77 */
  PathFollower::PathFollower((PathFollower *)(this + 0x484c));
  *(undefined ***)(this + 0x9030) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x9034) = 0;
  *(undefined4 *)(this + 0x9038) = 0xbf800000;
  *(undefined4 *)(this + 0x3c) = 0xffffffff;
  *(undefined4 *)(this + 0x902c) = 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)