L L4D2node

InitNetConsole

0x001a25a0 · 53 bytes · unknown

_Z14InitNetConsolev

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* InitNetConsole() */

void InitNetConsole(void)

{
  CNetConsoleMgr *this;
  
  if (g_pNetConsoleMgr != (CNetConsoleMgr *)0x0) {
    return;
  }
  this = operator_new(0x948);
                    /* try { // try from 001a25c9 to 001a25cd has its CatchHandler @ 001a25db */
  CNetConsoleMgr::CNetConsoleMgr(this);
  g_pNetConsoleMgr = this;
  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)