L L4D2node

CGameEventTransmitter::Init

0x00166ab0 · 62 bytes · __thiscall

_ZN21CGameEventTransmitter4InitEv

Decompiled

undefined (1 param)

/* CGameEventTransmitter::Init() */

undefined4 __thiscall CGameEventTransmitter::Init(CGameEventTransmitter *this)

{
  int *piVar1;
  char *pcVar2;
  
  piVar1 = (int *)CommandLine_Tier0();
  pcVar2 = (char *)(**(code **)(*piVar1 + 0x18))(piVar1,"-transmitevents",&DAT_002c79d4);
  if (*pcVar2 != '\0') {
    SetIPAndPort(this,pcVar2);
  }
  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)