L L4D2node

JockeyLeap::JockeyLeap

0x00ab5da0 · 183 bytes · __thiscall

_ZN10JockeyLeapC1ERK6Vector

Decompiled

undefined (2 params)

/* JockeyLeap::JockeyLeap(Vector const&) */

void __thiscall JockeyLeap::JockeyLeap(JockeyLeap *this,Vector *param_1)

{
  *(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] = (JockeyLeap)0x0;
  this[0x31] = (JockeyLeap)0x0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined ***)this = &PTR__JockeyLeap_00d33aa8;
  *(undefined ***)(this + 4) = &PTR__JockeyLeap_00d33c0c;
  *(undefined4 *)(this + 0x34) = 0xffffffff;
  *(undefined ***)(this + 0x54) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 0x58) = 0;
  *(undefined4 *)(this + 0x5c) = 0xbf800000;
  *(undefined ***)(this + 0x60) = &PTR_NetworkStateChanged_00c0b6e0;
  *(undefined4 *)(this + 100) = 0;
  *(undefined4 *)(this + 0x68) = 0xbf800000;
  *(undefined4 *)(this + 0x38) = *(undefined4 *)param_1;
  *(undefined4 *)(this + 0x3c) = *(undefined4 *)(param_1 + 4);
  *(undefined4 *)(this + 0x40) = *(undefined4 *)(param_1 + 8);
  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)