L L4D2node

CStaticPropMgr::LevelInit

0x001e7ec0 · 37 bytes · __thiscall

_ZN14CStaticPropMgr9LevelInitEv

Decompiled

undefined (1 param)

/* CStaticPropMgr::LevelInit() */

void __thiscall CStaticPropMgr::LevelInit(CStaticPropMgr *this)

{
  undefined4 uVar1;
  
  uVar1 = disableStaticPropLoading._28_4_;
  if ((this[0x48] == (CStaticPropMgr)0x0) &&
     (this[0x48] = (CStaticPropMgr)0x1, *(int *)(uVar1 + 0x30) == 0)) {
    UnserializeStaticProps(this);
    return;
  }
  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)