L L4D2node

CTriggerEscape::CTriggerEscape

0x00b1f7d0 · 100 bytes · __thiscall

_ZN14CTriggerEscapeC2Ev

Decompiled

undefined (1 param)

/* CTriggerEscape::CTriggerEscape() */

void __thiscall CTriggerEscape::CTriggerEscape(CTriggerEscape *this)

{
  CBaseTrigger::CBaseTrigger((CBaseTrigger *)this);
  *(undefined ***)this = &PTR__CTriggerEscape_00d482c8;
  *(undefined4 *)(this + 0x56c) = 0xffffffff;
  *(undefined4 *)(this + 0x570) = 0;
  *(undefined4 *)(this + 0x57c) = 0xffffffff;
  *(undefined4 *)(this + 0x580) = 0;
  *(undefined4 *)(this + 0x588) = 0;
  *(undefined4 *)(this + 0x594) = 0xffffffff;
  *(undefined4 *)(this + 0x598) = 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)