CBaseServer::Init
0x001075b0 · 162 bytes · __thiscall
_ZN11CBaseServer4InitEb
Decompiled
undefined (2 params)
/* CBaseServer::Init(bool) */
void __thiscall CBaseServer::Init(CBaseServer *this,bool param_1)
{
int *piVar1;
int iVar2;
CBaseServer CVar3;
CVar3 = (CBaseServer)0x0;
*(undefined4 *)(this + 0x104) = 0;
*(undefined4 *)(this + 0x108) = 0;
*(undefined4 *)(this + 0x100) = 1;
this[0x128] = (CBaseServer)param_1;
if (param_1) {
piVar1 = (int *)CommandLine_Tier0();
iVar2 = (**(code **)(*piVar1 + 0x28))(piVar1,"-xlsp");
CVar3 = (CBaseServer)(iVar2 != 0);
}
this[0x129] = CVar3;
*(undefined4 *)(this + 8) = 1;
bf_write::SetDebugName((bf_write *)(this + 0xd4),"m_Signon");
(**(code **)(*g_pCVar + 0x40))(g_pCVar,ServerNotifyVarChangeCallback);
this[0x14d] = (CBaseServer)0x1;
/* WARNING: Could not recover jumptable at 0x00107650. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*(int *)this + 0xa8))();
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.