L L4D2node

CTEBeamRing::CTEBeamRing

0x00af8480 · 65 bytes · __thiscall

_ZN11CTEBeamRingC1EPKc

Decompiled

undefined (2 params)

/* CTEBeamRing::CTEBeamRing(char const*) */

void __thiscall CTEBeamRing::CTEBeamRing(CTEBeamRing *this,char *param_1)

{
  CTEBaseBeam::CTEBaseBeam((CTEBaseBeam *)this,param_1);
  *(undefined ***)this = &PTR_GetServerClass_00d3af28;
  if (*(int *)(this + 0x48) != 0) {
    *(undefined4 *)(this + 0x48) = 0;
  }
  if (*(int *)(this + 0x4c) != 0) {
    *(undefined4 *)(this + 0x4c) = 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)