L L4D2node

plugin_load

0x00209840 · 149 bytes · __cdecl

_ZL11plugin_loadRK8CCommand

Decompiled

undefined (1 param)

/* plugin_load(CCommand const&) */

void plugin_load(CCommand *param_1)

{
  char cVar1;
  undefined1 *puVar2;
  
  if (*(int *)param_1 < 2) {
    Warning();
    return;
  }
  cVar1 = CServerPlugin::LoadPlugin
                    ((CServerPlugin *)g_pServerPluginHandler,*(char **)(param_1 + 0x40c));
  if (cVar1 == '\0') {
    if (*(int *)param_1 < 2) {
      puVar2 = &DAT_002c79d4;
    }
    else {
      puVar2 = *(undefined1 **)(param_1 + 0x40c);
    }
    Warning("Unable to load plugin \"%s\"\n",puVar2);
    return;
  }
  puVar2 = &DAT_002c79d4;
  if (1 < *(int *)param_1) {
    puVar2 = *(undefined1 **)(param_1 + 0x40c);
  }
  ConMsg("Loaded plugin \"%s\"\n",puVar2);
  CServerPlugin::VerifyPluginSignatures((CServerPlugin *)g_pServerPluginHandler);
  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)