CAppSystemGroup::LoadModule
0x0026bb50 · 256 bytes · __thiscall
_ZN15CAppSystemGroup10LoadModuleEPFPvPKcPiE
Decompiled
undefined (2 params)
/* CAppSystemGroup::LoadModule(void* (*)(char const*, int*)) */
int __thiscall
CAppSystemGroup::LoadModule(CAppSystemGroup *this,_func_void_ptr_char_ptr_int_ptr *param_1)
{
_func_void_ptr_char_ptr_int_ptr *p_Var1;
int iVar2;
int iVar3;
int iVar4;
int iVar5;
if (param_1 == (_func_void_ptr_char_ptr_int_ptr *)0x0) {
Warning("AppFramework : Unable to load module %p!\n",0);
iVar2 = -1;
}
else {
iVar2 = *(int *)(this + 0x10);
iVar4 = (iVar2 * 3 + -3) * 4;
iVar3 = iVar4;
iVar5 = iVar2;
while (iVar5 = iVar5 + -1, -1 < iVar5) {
p_Var1 = *(_func_void_ptr_char_ptr_int_ptr **)(*(int *)(this + 4) + 4 + iVar3);
if ((p_Var1 != (_func_void_ptr_char_ptr_int_ptr *)0x0) && (param_1 == p_Var1)) {
return iVar5;
}
iVar3 = iVar3 + -0xc;
}
iVar3 = iVar2 + 1;
if (*(int *)(this + 8) < iVar3) {
CUtlMemory<CAppSystemGroup::Module_t,int>::Grow
((CUtlMemory<CAppSystemGroup::Module_t,int> *)(this + 4),iVar3 - *(int *)(this + 8))
;
iVar3 = *(int *)(this + 0x10) + 1;
}
iVar5 = *(int *)(this + 4);
*(int *)(this + 0x10) = iVar3;
iVar3 = (iVar3 - iVar2) + -1;
*(int *)(this + 0x14) = iVar5;
if (0 < iVar3) {
_V_memmove((void *)(iVar5 + 0x18 + iVar4),(void *)(iVar5 + iVar4 + 0xc),iVar3 * 0xc);
iVar5 = *(int *)(this + 4);
}
iVar4 = iVar4 + 0xc;
*(undefined4 *)(iVar5 + iVar4) = 0;
*(_func_void_ptr_char_ptr_int_ptr **)(*(int *)(this + 4) + 4 + iVar4) = param_1;
*(undefined4 *)(*(int *)(this + 4) + 8 + iVar4) = 0;
}
return iVar2;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.