L L4D2node

CChoreoChannel::CChoreoChannel

0x00b9e340 · 113 bytes · __thiscall

_ZN14CChoreoChannelC1EPKc

Decompiled

undefined (2 params)

/* CChoreoChannel::CChoreoChannel(char const*) */

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

{
  *(undefined4 *)(this + 0x84) = 0;
  *(undefined4 *)(this + 0x88) = 0;
  *(undefined4 *)(this + 0x8c) = 0;
  *(undefined4 *)(this + 0x90) = 0;
  *(undefined4 *)(this + 0x94) = 0;
  this[4] = (CChoreoChannel)0x0;
  *(undefined4 *)this = 0;
  this[0x98] = (CChoreoChannel)0x1;
                    /* try { // try from 00b9e3a4 to 00b9e3a8 has its CatchHandler @ 00b9e3b1 */
  V_strncpy((char *)(this + 4),param_1,0x80);
  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)