CLog::Init
0x001f9b60 · 200 bytes · __thiscall
_ZN4CLog4InitEv
Decompiled
undefined (1 param)
/* CLog::Init() */
void __thiscall CLog::Init(CLog *this)
{
Reset(this);
(**(code **)(s_GameEventManager + 0x10))(&s_GameEventManager,this,"server_spawn",1);
(**(code **)(s_GameEventManager + 0x10))(&s_GameEventManager,this,"server_shutdown",1);
(**(code **)(s_GameEventManager + 0x10))(&s_GameEventManager,this,"server_cvar",1);
(**(code **)(s_GameEventManager + 0x10))(&s_GameEventManager,this,"server_message",1);
(**(code **)(s_GameEventManager + 0x10))(&s_GameEventManager,this,"server_addban",1);
(**(code **)(s_GameEventManager + 0x10))(&s_GameEventManager,this,"server_removeban",1);
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.