L L4D2node

CScrollingScreenOverlay::CScrollingScreenOverlay

0x00b45510 · 143 bytes · __thiscall

_ZN23CScrollingScreenOverlayC2Efffiiiii

Decompiled

undefined (9 params)

/* CScrollingScreenOverlay::CScrollingScreenOverlay(float, float, float, int, int, int, int, int) */

void __thiscall
CScrollingScreenOverlay::CScrollingScreenOverlay
          (CScrollingScreenOverlay *this,float param_1,float param_2,float param_3,int param_4,
          int param_5,int param_6,int param_7,int param_8)

{
  *(undefined2 *)(this + 0x16) = 0xffff;
  *(undefined2 *)(this + 0xe) = 0xffff;
  *(undefined2 *)(this + 0x12) = 0;
  *(float *)(this + 0x1c) = param_1;
  *(undefined2 *)(this + 0xc) = 0xffff;
  *(float *)(this + 0x20) = param_2;
  *(int *)(this + 0x28) = param_4;
  *(undefined2 *)(this + 0x10) = 0xffff;
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  *(int *)(this + 0x2c) = param_5;
  *(undefined4 *)(this + 8) = 0;
  *(undefined2 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(int *)(this + 0x30) = param_6;
  *(float *)(this + 0x24) = param_3;
  *(int *)(this + 0x34) = param_7;
  *(int *)(this + 0x38) = param_8;
  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)