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 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.