L L4D2node

rr2::IResponseDB::CreateDB

0x00bd8b00 · 113 bytes · __cdecl

_ZN3rr211IResponseDB8CreateDBEv

Decompiled

undefined (0 params)

/* rr2::IResponseDB::CreateDB() */

undefined4 * rr2::IResponseDB::CreateDB(void)

{
  undefined4 *puVar1;
  
  puVar1 = ::operator_new(0x50);
  *puVar1 = &PTR__IResponseDB_00d56fe8;
                    /* try { // try from 00bd8b3a to 00bd8b3e has its CatchHandler @ 00bd8b71 */
  CUtlSymbolTable::CUtlSymbolTable((CUtlSymbolTable *)(puVar1 + 1),0,0x40,true);
  *puVar1 = &PTR__CResponseDB_00d57028;
  puVar1[0xf] = 0;
  puVar1[0x10] = 0;
  puVar1[0x11] = 0;
  puVar1[0x12] = 0;
  puVar1[0x13] = 0;
  return puVar1;
}

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)