L L4D2node

CAppSystemGroup::ConnectSystems

0x0026b680 · 100 bytes · __thiscall

_ZN15CAppSystemGroup14ConnectSystemsEv

Decompiled

undefined (1 param)

/* CAppSystemGroup::ConnectSystems() */

undefined4 __thiscall CAppSystemGroup::ConnectSystems(CAppSystemGroup *this)

{
  undefined4 *puVar1;
  undefined4 uVar2;
  int iVar3;
  
  iVar3 = 0;
  if (0 < *(int *)(this + 0x24)) {
    do {
      puVar1 = *(undefined4 **)(*(int *)(this + 0x18) + iVar3 * 4);
      uVar2 = (**(code **)*puVar1)(puVar1,AppSystemCreateInterfaceFn);
      if ((char)uVar2 == '\0') {
        ReportStartupFailure(this,1,iVar3);
        return uVar2;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(this + 0x24));
  }
  return 1;
}

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)