CEngine::Load
0x00218c60 · 95 bytes · __thiscall
_ZN7CEngine4LoadEbPKc
Decompiled
undefined (3 params)
/* CEngine::Load(bool, char const*) */
bool __thiscall CEngine::Load(CEngine *this,bool param_1,char *param_2)
{
void *pvVar1;
int iVar2;
*(undefined4 *)(this + 0xc) = 1;
*(undefined4 *)(this + 8) = 1;
pvVar1 = (void *)(**(code **)(*(int *)game + 0x2c))(game);
iVar2 = Sys_InitGame(g_AppSystemFactory,param_2,pvVar1,(uint)param_1);
if (iVar2 != 0) {
UpdateMaterialSystemConfig();
}
return iVar2 != 0;
}
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.