L L4D2node

CSheetExtended::CSheetExtended

0x00bdf960 · 88 bytes · __thiscall

_ZN14CSheetExtendedC1EP9IMaterial

Decompiled

undefined (2 params)

/* CSheetExtended::CSheetExtended(IMaterial*) */

void __thiscall CSheetExtended::CSheetExtended(CSheetExtended *this,IMaterial *param_1)

{
  CMaterialReference::CMaterialReference
            ((CMaterialReference *)(this + 4),(char *)0x0,(char *)0x0,true);
                    /* try { // try from 00bdf999 to 00bdf9af has its CatchHandler @ 00bdf9b8 */
  CMaterialReference::Init((CMaterialReference *)(this + 4),param_1);
  *(undefined4 *)this = 0;
  LoadFromMaterial(this,param_1);
  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)