L L4D2node

HLTV_Callback_InstanceBaseline

0x00169bc0 · 9 bytes · __cdecl

_ZL30HLTV_Callback_InstanceBaselinePvP19INetworkStringTableiPKcPKv

Decompiled

undefined (5 params)

/* HLTV_Callback_InstanceBaseline(void*, INetworkStringTable*, int, char const*, void const*) */

void HLTV_Callback_InstanceBaseline
               (void *param_1,INetworkStringTable *param_2,int param_3,char *param_4,void *param_5)

{
  CHLTVServer::LinkInstanceBaselines(param_1);
  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)