L L4D2node

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 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)