CTier2AppSystem<IDedicatedServerAPI,0>::Init
0x00217ba0 · 57 bytes · __thiscall
_ZN15CTier2AppSystemI19IDedicatedServerAPILi0EE4InitEv
Decompiled
undefined (1 param)
/* CTier2AppSystem<IDedicatedServerAPI, 0>::Init() */
undefined4 __thiscall
CTier2AppSystem<IDedicatedServerAPI,0>::Init(CTier2AppSystem<IDedicatedServerAPI,0> *this)
{
if (g_pCVar != 0) {
if (this[4] != (CTier2AppSystem<IDedicatedServerAPI,0>)0x0) {
ConVar_Register(0,(IConCommandBaseAccessor *)0x0);
}
return 1;
}
return 1;
}
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.