L L4D2node

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 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)