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 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.