L L4D2node

CTextStat::Init

0x00af4b40 · 86 bytes · __thiscall

_ZN9CTextStat4InitEPFvP11IFileSystemPvS2_ES2_P13CTextStatsMgr

Decompiled

undefined (4 params)

/* CTextStat::Init(void (*)(IFileSystem*, void*, void*), void*, CTextStatsMgr*) */

void __thiscall
CTextStat::Init(CTextStat *this,_func_void_IFileSystem_ptr_void_ptr_void_ptr *param_1,void *param_2,
               CTextStatsMgr *param_3)

{
  int iVar1;
  undefined4 *puVar2;
  undefined4 uVar3;
  int iVar4;
  
  *(undefined4 *)(*(int *)this + 4) = *(undefined4 *)(this + 4);
  **(undefined4 **)(this + 4) = *(undefined4 *)this;
  *(CTextStat **)(this + 4) = this;
  *(CTextStat **)this = this;
  *(undefined4 *)(this + 8) = 0;
  uVar3 = GetTextStatsList();
  *(undefined4 *)this = uVar3;
  iVar4 = GetTextStatsList();
  iVar1 = *(int *)this;
  puVar2 = *(undefined4 **)(iVar4 + 4);
  *(undefined4 **)(this + 4) = puVar2;
  *puVar2 = this;
  *(CTextStat **)(iVar1 + 4) = this;
  *(_func_void_IFileSystem_ptr_void_ptr_void_ptr **)(this + 0xc) = param_1;
  *(void **)(this + 0x10) = param_2;
  *(CTextStatsMgr **)(this + 8) = 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)