CDedicatedServerAPI::Connect
0x00216240 · 369 bytes · __thiscall
_ZN19CDedicatedServerAPI7ConnectEPFPvPKcPiE
Decompiled
undefined (2 params)
/* CDedicatedServerAPI::Connect(void* (*)(char const*, int*)) */
undefined4 __thiscall
CDedicatedServerAPI::Connect(CDedicatedServerAPI *this,_func_void_ptr_char_ptr_int_ptr *param_1)
{
int *piVar1;
int iVar2;
undefined4 uVar3;
_func_void_ptr_char_ptr_int_ptr *local_18;
_func_void_ptr_char_ptr_int_ptr *local_14;
_func_void_ptr_char_ptr_int_ptr *local_10;
piVar1 = (int *)CommandLine_Tier0();
iVar2 = (**(code **)(*piVar1 + 0x28))(piVar1,"-sv_benchmark");
if (iVar2 != 0) {
Plat_SetBenchmarkMode(1);
}
g_AppSystemFactory = param_1;
local_18 = param_1;
local_14 = param_1;
local_10 = param_1;
if (this[4] != (CDedicatedServerAPI)0x0) {
ConnectTier1Libraries((_func_void_ptr_char_ptr_int_ptr *)&local_10,1);
if (this[4] != (CDedicatedServerAPI)0x0) {
ConnectTier2Libraries((_func_void_ptr_char_ptr_int_ptr *)&local_14,1);
if (this[4] != (CDedicatedServerAPI)0x0) {
ConnectTier3Libraries((_func_void_ptr_char_ptr_int_ptr *)&local_18,1);
}
}
}
uVar3 = 0;
dedicated = (*param_1)("VENGINE_DEDICATEDEXPORTS_API_VERSION003",(int *)0x0);
if (dedicated != (void *)0x0) {
g_pFileSystem = g_pFullFileSystem;
(**(code **)(*g_pFullFileSystem + 0x100))(g_pFullFileSystem,Warning);
uVar3 = Shader_Connect(false);
if ((char)uVar3 != '\0') {
if (g_pStudioRender == 0) {
uVar3 = 0;
Sys_Error("Unable to init studio render system version %s\n","VStudioRender026");
}
else {
g_pPhysics = (*param_1)("VPhysics031",(int *)0x0);
if (((g_pDataCache == 0) || (g_pPhysics == (void *)0x0)) || (g_pMDLCache == 0)) {
uVar3 = 0;
Warning("Engine wasn\'t able to acquire required interfaces!\n");
}
else {
ConnectMDLCacheNotify();
}
}
}
}
return uVar3;
}
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.