L L4D2node

CTextStat::CTextStat

0x00af4ba0 · 17 bytes · __thiscall

_ZN9CTextStatC2EPFvP11IFileSystemPvS2_ES2_P13CTextStatsMgr

Decompiled

undefined (4 params)

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

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

{
  *(CTextStat **)(this + 4) = this;
  *(CTextStat **)this = this;
  Init(this,param_1,param_2,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)