L L4D2node

CHLTVServer::Init

0x00173cf0 · 74 bytes · __thiscall

_ZN11CHLTVServer4InitEb

Decompiled

undefined (2 params)

/* CHLTVServer::Init(bool) */

void __thiscall CHLTVServer::Init(CHLTVServer *this,bool param_1)

{
  int *piVar1;
  int iVar2;
  
  CBaseServer::Init((CBaseServer *)(this + 4),param_1);
  *(undefined4 *)(this + 0xc) = 2;
  piVar1 = (int *)CommandLine_Tier0();
  iVar2 = (**(code **)(*piVar1 + 0x28))(piVar1,"-tvmasteronly");
  if (iVar2 != 0) {
    this[0x63a0] = (CHLTVServer)0x1;
  }
  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)