L L4D2node

CAppSystemGroup::OnStartup

0x0026b770 · 140 bytes · __thiscall

_ZN15CAppSystemGroup9OnStartupEv

Decompiled

undefined (1 param)

/* CAppSystemGroup::OnStartup() */

undefined4 __thiscall CAppSystemGroup::OnStartup(CAppSystemGroup *this)

{
  char cVar1;
  int iVar2;
  undefined4 uVar3;
  
  s_pCurrentAppSystem = this;
  *(undefined4 *)(this + 0x4c) = 8;
  cVar1 = (*(code *)**(undefined4 **)this)(this);
  if (cVar1 == '\0') {
    *(undefined4 *)(this + 0x4c) = 0;
    uVar3 = 0xffffffff;
  }
  else {
    cVar1 = ConnectSystems(this);
    if (cVar1 == '\0') {
      *(undefined4 *)(this + 0x4c) = 1;
      uVar3 = 0xffffffff;
    }
    else {
      cVar1 = (**(code **)(*(int *)this + 4))(this);
      if (cVar1 == '\0') {
        *(undefined4 *)(this + 0x4c) = 2;
        uVar3 = 0xffffffff;
      }
      else {
        iVar2 = InitSystems(this);
        uVar3 = 1;
        if (iVar2 != 1) {
          *(undefined4 *)(this + 0x4c) = 3;
          uVar3 = 0xffffffff;
        }
      }
    }
  }
  return uVar3;
}

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)