L L4D2node

CModAppSystemGroup::AddLegacySystems

0x002164e0 · 61 bytes · __thiscall

_ZN18CModAppSystemGroup16AddLegacySystemsEv

Decompiled

undefined (1 param)

/* CModAppSystemGroup::AddLegacySystems() */

void __thiscall CModAppSystemGroup::AddLegacySystems(CModAppSystemGroup *this)

{
  char *local_1c;
  char *local_18;
  undefined1 *local_14;
  undefined1 *local_10;
  
  g_bUsingLegacyAppSystems = 1;
  local_1c = "soundemittersystem";
  local_18 = "VSoundEmitter003";
  local_14 = &DAT_002c79d4;
  local_10 = &DAT_002c79d4;
  CAppSystemGroup::AddSystems((CAppSystemGroup *)this,(AppSystemInfo_t *)&local_1c);
  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)