L L4D2node

CEventAbsoluteTag::CEventAbsoluteTag

0x00ba91d0 · 121 bytes · __thiscall

_ZN17CEventAbsoluteTagC2ERKS_

Decompiled

undefined (2 params)

/* CEventAbsoluteTag::CEventAbsoluteTag(CEventAbsoluteTag const&) */

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

{
  CEventAbsoluteTag CVar1;
  CEventAbsoluteTag CVar2;
  byte bVar3;
  byte bVar4;
  
  CUtlString::CUtlString((CUtlString *)this);
                    /* try { // try from 00ba91ed to 00ba91f1 has its CatchHandler @ 00ba9249 */
  CUtlString::operator=((CUtlString *)this,(CUtlString *)param_1);
  *(undefined4 *)(this + 0x10) = *(undefined4 *)(param_1 + 0x10);
  *(undefined4 *)(this + 0x18) = *(undefined4 *)(param_1 + 0x18);
  CVar1 = this[0x14];
  bVar3 = (byte)param_1[0x14] & 1;
  this[0x14] = (CEventAbsoluteTag)((byte)CVar1 & 0xfe | bVar3);
  bVar4 = (byte)param_1[0x14] & 2;
  this[0x14] = (CEventAbsoluteTag)((byte)CVar1 & 0xfc | bVar3 | bVar4);
  CVar2 = param_1[0x14];
  this[0x14] = (CEventAbsoluteTag)((byte)CVar1 & 0xf8 | bVar3 | bVar4 | (byte)CVar2 & 4);
  this[0x14] = (CEventAbsoluteTag)
               ((byte)CVar1 & 0xf0 | bVar3 | bVar4 | (byte)CVar2 & 4 | (byte)param_1[0x14] & 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)