L L4D2node

CTier1AppSystem<IDedicatedServerAPI,0>::Connect

0x002179d0 · 41 bytes · __cdecl

_ZN15CTier1AppSystemI19IDedicatedServerAPILi0EE7ConnectEPFPvPKcPiE

Decompiled

undefined (1 param)

/* CTier1AppSystem<IDedicatedServerAPI, 0>::Connect(void* (*)(char const*, int*)) */

undefined4 CTier1AppSystem<IDedicatedServerAPI,0>::Connect(_func_void_ptr_char_ptr_int_ptr *param_1)

{
  if (param_1[4] != (_func_void_ptr_char_ptr_int_ptr)0x0) {
    ConnectTier1Libraries((_func_void_ptr_char_ptr_int_ptr *)&stack0x00000008,1);
  }
  return 1;
}

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)