L L4D2node

CTEBeamSpline::CTEBeamSpline

0x00af9450 · 103 bytes · __thiscall

_ZN13CTEBeamSplineC1EPKc

Decompiled

undefined (2 params)

/* CTEBeamSpline::CTEBeamSpline(char const*) */

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

{
  CTEBeamSpline *pCVar1;
  int iVar2;
  
  CBaseTempEntity::CBaseTempEntity((CBaseTempEntity *)this,param_1);
  *(undefined ***)this = &PTR_GetServerClass_00d3b048;
  iVar2 = 0x10;
  pCVar1 = this;
  do {
    *(undefined4 *)(pCVar1 + 0xc) = 0;
    *(undefined4 *)(pCVar1 + 0x10) = 0;
    *(undefined4 *)(pCVar1 + 0x14) = 0;
    iVar2 = iVar2 + -1;
    pCVar1 = pCVar1 + 0xc;
  } while (iVar2 != 0);
  if (*(int *)(this + 0xcc) != 0) {
    *(undefined4 *)(this + 0xcc) = 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)