L L4D2node

CDmxKeyValues2ErrorStack::CDmxKeyValues2ErrorStack

0x00beb190 · 70 bytes · __thiscall

_ZN24CDmxKeyValues2ErrorStackC1Ev

Decompiled

undefined (1 param)

/* CDmxKeyValues2ErrorStack::CDmxKeyValues2ErrorStack() */

void __thiscall CDmxKeyValues2ErrorStack::CDmxKeyValues2ErrorStack(CDmxKeyValues2ErrorStack *this)

{
  CDmxKeyValues2ErrorStack *pCVar1;
  
  pCVar1 = this;
  do {
    *(undefined2 *)pCVar1 = 0xffff;
    pCVar1 = pCVar1 + 2;
  } while (pCVar1 != this + 0x80);
  *(char **)(this + 0x80) = "NULL";
  *(undefined4 *)(this + 0x84) = 1;
  *(undefined4 *)(this + 0x88) = 0;
  *(undefined4 *)(this + 0x8c) = 0;
  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)