L L4D2node

GetModuleHandle

0x0024b600 · 81 bytes · __cdecl

_Z15GetModuleHandlePKc

Decompiled

undefined (1 param)

/* GetModuleHandle(char const*) */

int GetModuleHandle(char *param_1)

{
  int iVar1;
  undefined4 uVar2;
  
  if (param_1 == (char *)0x0) {
    iVar1 = 0;
  }
  else {
    iVar1 = dlopen(param_1,2);
    if (iVar1 == 0) {
      uVar2 = dlerror();
      printf("DLOPEN Error:%s\n",uVar2);
      iVar1 = 0;
    }
    else {
      dlclose(iVar1);
    }
  }
  return iVar1;
}

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)