CServerPlugin::LoadPlugin
0x00209790 · 160 bytes · __thiscall
_ZN13CServerPlugin10LoadPluginEPKc
Decompiled
undefined (2 params)
/* CServerPlugin::LoadPlugin(char const*) */
undefined4 __thiscall CServerPlugin::LoadPlugin(CServerPlugin *this,char *param_1)
{
CPlugin *pCVar1;
undefined4 uVar2;
CPlugin *local_10;
local_10 = operator_new(0x110);
*local_10 = (CPlugin)0x0;
*(undefined4 *)(local_10 + 0x104) = 0;
*(undefined4 *)(local_10 + 0x10c) = 0;
local_10[0x100] = (CPlugin)0x0;
local_10[0x80] = (CPlugin)0x0;
local_10[0x101] = (CPlugin)0x0;
uVar2 = CPlugin::Load(local_10,param_1);
pCVar1 = local_10;
if ((char)uVar2 == '\0') {
if (local_10 != (CPlugin *)0x0) {
CPlugin::~CPlugin(local_10);
operator_delete(pCVar1);
}
return uVar2;
}
CUtlVector<CPlugin*,CUtlMemory<CPlugin*,int>>::InsertBefore
((CUtlVector<CPlugin*,CUtlMemory<CPlugin*,int>> *)(this + 4),*(int *)(this + 0x10),
&local_10);
return uVar2;
}
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.