L L4D2node

GameFactory

0x00214c80 · 57 bytes · __cdecl

_Z11GameFactoryPKcPi

Decompiled

undefined (2 params)

/* GameFactory(char const*, int*) */

void GameFactory(char *param_1,int *param_2)

{
  int iVar1;
  
  iVar1 = (*g_AppSystemFactory)(param_1,param_2);
  if (iVar1 != 0) {
    return;
  }
                    /* WARNING: Could not recover jumptable at 0x00214cc1. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (*g_pfnMatchmakingFactory)();
  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)