CHostState::State_LoadGame
0x001831a0 · 54 bytes · __thiscall
_ZN10CHostState14State_LoadGameEv
Decompiled
undefined (1 param)
/* CHostState::State_LoadGame() */
void __thiscall CHostState::State_LoadGame(CHostState *this)
{
SCR_EndLoadingPlaque();
(**(code **)(*serverGameDLL + 0x1c))(serverGameDLL);
this[0x324] = (CHostState)0x0;
*(undefined4 *)this = 4;
*(undefined4 *)(this + 4) = 4;
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.