L L4D2node

CUtlSymbolTable::CUtlSymbolTable

0x00b81b00 · 139 bytes · __thiscall

_ZN15CUtlSymbolTableC2Eiib

Decompiled

undefined (4 params)

/* CUtlSymbolTable::CUtlSymbolTable(int, int, bool) */

void __thiscall
CUtlSymbolTable::CUtlSymbolTable(CUtlSymbolTable *this,int param_1,int param_2,bool param_3)

{
  void *pvVar1;
  
  *(undefined4 *)(this + 4) = 0;
  *(int *)(this + 8) = param_2;
  *(int *)(this + 0xc) = param_1;
  pvVar1 = (void *)0x0;
  if (param_2 != 0) {
    pvVar1 = malloc(param_2 * 0xc);
    *(void **)(this + 4) = pvVar1;
  }
  *(void **)(this + 0x18) = pvVar1;
  *(undefined2 *)(this + 0x10) = 0xffff;
  *(undefined2 *)(this + 0x12) = 0;
  *(undefined2 *)(this + 0x14) = 0xffff;
  *(undefined2 *)(this + 0x16) = 0xffff;
  this[0x1c] = (CUtlSymbolTable)param_3;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x2c) = 8;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 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)