L L4D2node

CSPSharedMemory::Init

0x001db200 · 69 bytes · __thiscall

_ZN15CSPSharedMemory4InitEj

Decompiled

undefined (2 params)

/* CSPSharedMemory::Init(unsigned int) */

bool __thiscall CSPSharedMemory::Init(CSPSharedMemory *this,uint param_1)

{
  int iVar1;
  void *__s;
  
  iVar1 = *(int *)(this + 0x1c);
  if (iVar1 == 0) {
    __s = operator_new__(param_1);
    *(uint *)(this + 0x1c) = param_1;
    *(void **)(this + 0x18) = __s;
    memset(__s,0,param_1);
  }
  return iVar1 == 0;
}

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)