L L4D2node

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 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)