L L4D2node

CTriggerCamera::CTriggerCamera

0x00b1a410 · 108 bytes · __thiscall

_ZN14CTriggerCameraC2Ev

Decompiled

undefined (1 param)

/* CTriggerCamera::CTriggerCamera() */

void __thiscall CTriggerCamera::CTriggerCamera(CTriggerCamera *this)

{
  CBaseEntity::CBaseEntity((CBaseEntity *)this,false);
  *(undefined ***)this = &PTR__CTriggerCamera_00d44f28;
  *(undefined4 *)(this + 0x440) = 0xffffffff;
  *(undefined4 *)(this + 0x444) = 0xffffffff;
  *(undefined4 *)(this + 0x49c) = 0;
  *(undefined4 *)(this + 0x4a8) = 0xffffffff;
  *(undefined4 *)(this + 0x4ac) = 0;
  *(undefined4 *)(this + 0x480) = 0x42b40000;
  *(undefined4 *)(this + 0x484) = 0x3f800000;
  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)