L L4D2node

CGameServer::Init

0x00200700 · 87 bytes · __thiscall

_ZN11CGameServer4InitEb

Decompiled

undefined (2 params)

/* CGameServer::Init(bool) */

void __thiscall CGameServer::Init(CGameServer *this,bool param_1)

{
  CBaseServer::Init((CBaseServer *)this,param_1);
  bf_write::SetDebugName((bf_write *)(this + 0x23c),"m_FullSendTables");
  this[0x225] = (CGameServer)0x0;
  if (!param_1) {
    return;
  }
  UpdateHibernationState(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)