L L4D2node

CRegistry::Init

0x000dadd0 · 101 bytes · __thiscall

_ZN9CRegistry4InitEPKc

Decompiled

undefined (2 params)

/* CRegistry::Init(char const*) */

void __thiscall CRegistry::Init(CRegistry *this,char *param_1)

{
  int in_GS_OFFSET;
  char local_210 [512];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  snprintf(local_210,0x200,"%s\\Settings",param_1);
  (**(code **)(*(int *)this + 0x30))(this,local_210);
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)