L L4D2node

CTier3AppSystem<IDedicatedServerAPI,0>::Connect

0x00217be0 · 116 bytes · __thiscall

_ZN15CTier3AppSystemI19IDedicatedServerAPILi0EE7ConnectEPFPvPKcPiE

Decompiled

undefined (2 params)

/* CTier3AppSystem<IDedicatedServerAPI, 0>::Connect(void* (*)(char const*, int*)) */

undefined4 __thiscall
CTier3AppSystem<IDedicatedServerAPI,0>::Connect
          (CTier3AppSystem<IDedicatedServerAPI,0> *this,_func_void_ptr_char_ptr_int_ptr *param_1)

{
  _func_void_ptr_char_ptr_int_ptr *local_14;
  _func_void_ptr_char_ptr_int_ptr *local_10 [2];
  
  local_14 = param_1;
  local_10[0] = param_1;
  if (this[4] != (CTier3AppSystem<IDedicatedServerAPI,0>)0x0) {
    ConnectTier1Libraries((_func_void_ptr_char_ptr_int_ptr *)local_10,1);
    if (this[4] != (CTier3AppSystem<IDedicatedServerAPI,0>)0x0) {
      ConnectTier2Libraries((_func_void_ptr_char_ptr_int_ptr *)&local_14,1);
      if (this[4] != (CTier3AppSystem<IDedicatedServerAPI,0>)0x0) {
        ConnectTier3Libraries((_func_void_ptr_char_ptr_int_ptr *)&param_1,1);
        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)