L L4D2node

CTEMuzzleFlash::CTEMuzzleFlash

0x00b03210 · 156 bytes · __thiscall

_ZN14CTEMuzzleFlashC1EPKc

Decompiled

undefined (2 params)

/* CTEMuzzleFlash::CTEMuzzleFlash(char const*) */

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

{
  CBaseTempEntity::CBaseTempEntity((CBaseTempEntity *)this,param_1);
  *(undefined ***)this = &PTR_GetServerClass_00d3bb28;
  if (((*(float *)(this + 0xc) != 0.0) || (*(float *)(this + 0x10) != 0.0)) ||
     (*(float *)(this + 0x14) != 0.0)) {
    *(undefined4 *)(this + 0xc) = 0;
    *(undefined4 *)(this + 0x10) = 0;
    *(undefined4 *)(this + 0x14) = 0;
  }
  if (((*(float *)(this + 0x18) != 0.0) || (*(float *)(this + 0x1c) != 0.0)) ||
     (*(float *)(this + 0x20) != 0.0)) {
    *(undefined4 *)(this + 0x18) = 0;
    *(undefined4 *)(this + 0x1c) = 0;
    *(undefined4 *)(this + 0x20) = 0;
  }
  if (*(float *)(this + 0x24) != 1.0) {
    *(undefined4 *)(this + 0x24) = 0x3f800000;
  }
  if (*(int *)(this + 0x28) != 0) {
    *(undefined4 *)(this + 0x28) = 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)