L L4D2node

CTextStatInt::CTextStatInt

0x00af4bf0 · 52 bytes · __thiscall

_ZN12CTextStatIntC1EPKciP13CTextStatsMgr

Decompiled

undefined (4 params)

/* CTextStatInt::CTextStatInt(char const*, int, CTextStatsMgr*) */

void __thiscall
CTextStatInt::CTextStatInt(CTextStatInt *this,char *param_1,int param_2,CTextStatsMgr *param_3)

{
  CTextStat *this_00;
  
  this_00 = (CTextStat *)(this + 8);
  *(undefined4 *)(this + 0x10) = 0;
  *(char **)this = param_1;
  *(CTextStat **)(this + 0xc) = this_00;
  *(CTextStat **)(this + 8) = this_00;
  *(int *)(this + 4) = param_2;
  CTextStat::Init(this_00,PrintFn,this,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)