L L4D2node

CGameEventManager::Init

0x00160aa0 · 58 bytes · __thiscall

_ZN17CGameEventManager4InitEv

Decompiled

undefined (1 param)

/* CGameEventManager::Init() */

undefined4 __thiscall CGameEventManager::Init(CGameEventManager *this)

{
  (**(code **)(*(int *)this + 0xc))(this);
  (**(code **)(*(int *)this + 8))(this,"resource/serverevents.res");
  CGameEventTransmitter::Init((CGameEventTransmitter *)s_GameEventTransmitter);
  return 1;
}

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)