L L4D2node

CEventRelativeTag::CEventRelativeTag

0x00ba9100 · 57 bytes · __thiscall

_ZN17CEventRelativeTagC2ERKS_

Decompiled

undefined (2 params)

/* CEventRelativeTag::CEventRelativeTag(CEventRelativeTag const&) */

void __thiscall
CEventRelativeTag::CEventRelativeTag(CEventRelativeTag *this,CEventRelativeTag *param_1)

{
  CUtlString::CUtlString((CUtlString *)this);
                    /* try { // try from 00ba911d to 00ba9121 has its CatchHandler @ 00ba9139 */
  CUtlString::operator=((CUtlString *)this,(CUtlString *)param_1);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)(param_1 + 0x10);
  *(undefined4 *)(this + 0x14) = *(undefined4 *)(param_1 + 0x14);
  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)