CHostState::State_NewGame
0x00183090 · 250 bytes · __thiscall
_ZN10CHostState13State_NewGameEv
Decompiled
undefined (1 param)
/* CHostState::State_NewGame() */
void __thiscall CHostState::State_NewGame(CHostState *this)
{
CHostState CVar1;
char cVar2;
CVar1 = this[0x329];
this[0x329] = (CHostState)0x0;
cVar2 = Host_ValidGame();
if (cVar2 != '\0') {
if (serverGameClients == 0) {
SV_InitGameDLL();
if (serverGameClients == 0) {
Warning("Can\'t start game, no valid server.dll loaded\n");
goto LAB_001830e1;
}
}
cVar2 = (**(code **)(*(int *)modelloader + 0x44))(modelloader,this + 0x20,0);
if (cVar2 != '\0') {
cVar2 = Host_NewGame((char *)(this + 0x20),false,(bool)this[0x326],(bool)CVar1,(char *)0x0,
(char *)0x0);
if (cVar2 != '\0') {
*(undefined4 *)this = 4;
*(undefined4 *)(this + 4) = 4;
return;
}
}
}
LAB_001830e1:
SCR_EndLoadingPlaque();
(**(code **)(*serverGameDLL + 0x1c))(serverGameDLL);
this[0x324] = (CHostState)0x0;
*(undefined4 *)this = 4;
*(undefined4 *)(this + 4) = 4;
CBaseServer::ClearReservationStatus((CBaseServer *)&sv);
return;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.