L L4D2node

CSteamAppSystemGroup::Setup

0x0026b460 · 20 bytes · __thiscall

_ZN20CSteamAppSystemGroup5SetupEP11IFileSystemP15CAppSystemGroup

Decompiled

undefined (3 params)

/* CSteamAppSystemGroup::Setup(IFileSystem*, CAppSystemGroup*) */

void __thiscall
CSteamAppSystemGroup::Setup
          (CSteamAppSystemGroup *this,IFileSystem *param_1,CAppSystemGroup *param_2)

{
  *(IFileSystem **)(this + 0x50) = param_1;
  *(CAppSystemGroup **)(this + 0x48) = param_2;
  return;
}

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)