L L4D2node

CBaseIssue::CBaseIssue

0x00b41b40 · 78 bytes · __thiscall

_ZN10CBaseIssueC1EPKc

Decompiled

undefined (2 params)

/* CBaseIssue::CBaseIssue(char const*) */

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

{
  CBaseIssue *local_10 [2];
  
  *(undefined ***)this = &PTR__CBaseIssue_00d4b6e8;
  _V_strcpy((char *)(this + 4),param_1);
  local_10[0] = this;
  CUtlVector<CBaseIssue*,CUtlMemory<CBaseIssue*,int>>::InsertBefore
            ((CUtlVector<CBaseIssue*,CUtlMemory<CBaseIssue*,int>> *)(g_voteController + 0x540),
             *(int *)(g_voteController + 0x54c),local_10);
  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)