L L4D2node

CCommand::CCommand

0x00b6a820 · 69 bytes · __thiscall

_ZN8CCommandC1Ev

Decompiled

undefined (1 param)

/* CCommand::CCommand() */

void __thiscall CCommand::CCommand(CCommand *this)

{
  if (s_bBuiltBreakSet == '\0') {
    s_bBuiltBreakSet = '\x01';
    CharacterSetBuild((characterset_t *)s_BreakSet,"{}()\':");
  }
  *(undefined4 *)this = 0;
  *(undefined4 *)(this + 4) = 0;
  this[8] = (CCommand)0x0;
  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)