L L4D2node

CWorkshop::Connect

0x0023c840 · 31 bytes · __thiscall

_ZN9CWorkshop7ConnectEPFPvPKcPiE

Decompiled

undefined (2 params)

/* CWorkshop::Connect(void* (*)(char const*, int*)) */

bool __thiscall CWorkshop::Connect(CWorkshop *this,_func_void_ptr_char_ptr_int_ptr *param_1)

{
  void *pvVar1;
  
  pvVar1 = (*param_1)("VWorkshop001",(int *)0x0);
  return pvVar1 != (void *)0x0;
}

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)