L L4D2node

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 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)