L L4D2node

CModAppSystemGroup::Main

0x00216120 · 141 bytes · __thiscall

_ZN18CModAppSystemGroup4MainEv

Decompiled

undefined (1 param)

/* CModAppSystemGroup::Main() */

undefined4 __thiscall CModAppSystemGroup::Main(CModAppSystemGroup *this)

{
  char cVar1;
  
  if (this[0x50] == (CModAppSystemGroup)0x0) {
    COM_TimestampedLog("eng->Load");
    cVar1 = (**(code **)(*(int *)eng + 8))(eng,0,host_parms);
    if (cVar1 != '\0') {
      SV_ShutdownGameDLL();
      return 3;
    }
  }
  else {
    cVar1 = (**(code **)(*(int *)eng + 8))(eng,1,host_parms);
    if (cVar1 != '\0') {
      (**(code **)(*dedicated + 0x18))(dedicated);
      SV_ShutdownGameDLL();
      return 3;
    }
  }
  return 3;
}

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)